Nomad

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Nomads are a different flavor of barbarian and fighting in general. They are a bit more nature focused than your standard fighter and have some more auxiliary skills than your standard fighter. They get bonuses to certain skills through the Whispered Rumors feature. They also gain a bunch of features to help them be self-sufficient and survive in the wild such as their Natural Cure, Animal companion, faster movement and ability to camouflage themselves.

Role: DPS

Characteristics: World wandering warriors with a variety of favored terrains to fight in

Source: Homebrew

Game Rule Information

The Nomad has the following game statistics.

Abilities: Strength for dealing damage to your foes, Wisdom and Intelligence for your skills and Wilderness Lore, Dexterity for dodging out of the way of attacksfor your

Alignment: Any

Hit Die: d10

Starting Gold: 5d4

Class Skills

The Nomad's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, and Nature), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Nomad.

Weapon and Armor Proficiency: A Nomad is proficient with simple and martial weapons, one exotic weapons, light and medium armor and shields except for tower shields.

NomadEx: At 1st level, a nomad may select a natural environment from among those given on Table 1-2: Nomad Favored Environments. Due to the nomad's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Wilderness Lore checks when using these skills in that environment. He also gains the same bonus to AC, Knowledge checks made in association with that environment and attack rolls versus creatures native to that terrain.

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the nomad may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level nomad has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other she has a +2 bonus. At 10th level, he has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of his three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6,+2, and +2.

If the nomad chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

A nomad can't select an environment that she has never visited.

Planar terrain types can be selected at Nomad 4 and Nomad 5

Illiteracy: Depending on their upbringing, not all Nomads know how to read and write. Thus, nomads do not automatically have the ability to read. A nomad may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A nomad who gains a level in any other class automatically gains literacy. Any other character who gains a nomad level does not lose the literacy he or she already had.

Nomadic LoreEx: Nomads have been a lot of places and have amassed a miscellaneous collection of knowledge. At 1st level, a nomad may make a special nomad knowledge check with a bonus equal to her nomad level + her Intelligence modifier to see whether she knows some relevant information about notable events, legendary items, or noteworthy places. (If the nomad has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.) This check is limited to the topics of Knowledge (Nature), Knowledge (History), Knowledge (Geography), and Knowledge (Local). A nomad may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

TrackEx: At 2nd level the Nomad gains Track as a bonus feat.

Fast MovementEx: Given their lifetime of traveling, nomad's are extraordinarily fast on their feet. At 2nd level a nomad's base land speed increases by 10ft. Her speed increases by another 10ft. every seven class levels after that. A nomad loses this bonus if they're carrying a medium or heavy load or wearing heavy armor. This increase stacks with that granted from other classes.

Bonus Feat: Depending on their lifestyle, a nomad may by more accustomed to walking or riding animals. At 3rd level, a nomad may choose to gain either Endurance, Run or Mounted Combat as bonus feats.

You may select any feat from the fighter bonus feat list, provided you meet the prerequisites for it every 4 levels after level three.

Animal CompanionEx: A nomad gains an animal companion at 4th level selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the nomad on her adventures as appropriate for its kind.

A 4th-level nomad's companion is completely typical for its kind except as noted below. As a nomad advances in level, the animal’s power increases as shown on the table. If a nomad releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A nomad of sufficiently high level may select from alternative lists of animals (see Druid's Animal Companion). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s nomad level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s nomad level and compare the result with the nomad level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the nomad's effective level to 0 or lower, she can’t have that animal as a companion.)

A nomad's animal companion advances identically to a Druid's Animal Companion where a nomad's effective Druid level is equal to her nomad level -3.

Whispered RumorsEx: At 5th level the Nomad is very aware of the stereotypes associated with them. Whenever she falls into a stereotype (such as that orcs are brutal and cruel or that halflings are all thieves, etc.) she gets a +4 bonus on Bluff, Diplomacy, Disguise, and Intimidate checks to stay in role and maintain this belief. Note that stereotypes surrounding nomads vary by location and reputation.

Survivor's InstinctsEx: At 6th level, a nomad has honed her senses to the point that she can sense danger before it comes. A nomad who isn't wearing heavy armor or carrying a heavy load adds 1/2 her Wisdom modifier (min +1) to her AC and her full Wisdom modifier to her initiative. The AC modifier does not stack with a Wis bonus to AC granted by other classes, the Nomad uses whatever bonus is higher.

Natural CureEx: At 6th level, a nomad has learned to use ingredients found in nature to cure various maladies. Starting at 6th level, twice per day, a nomad may make a survival check versus the DC on Table 1-3, to cure damage or remove negative effects. For the purpose of healing, a nomad's effective caster level is equal to her nomad level. This survival check represents the nomad gathering the necessary herbs and plants and takes one hour. These herbs may be preserved as long as a nomad wishes so long as the herbs remain fresh. A nomad may not carry more doses than her daily allotment of uses would allow.

Succeeding a DC12 check allows you to remove one effect (e.g. sickened or fatigued), DC16 allows two, DC20 allows three, DC24 allows four.

CamouflageEx: A nomad of 11th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved Whispered RumorsEx: At 15th level the Nomad is even more precisely aware about the rumors and whispers about them, their bonus from Whispered Rumors increases to +8.

Table 1-1: Nomad Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +2 +0 Nomad 1, illiteracy, nomadic lore
2nd +2 +3 +3 +0 Track, fast movement +10'
3rd +3 +3 +3 +1 Bonus feat
4th +4 +4 +4 +1 Animal companion
5th +5 +4 +4 +1 Nomad 2, whispered rumors
6th +6/+1 +5 +5 +2 Survivor's instincts, natural cure 2/day
7th +7/+2 +5 +5 +2 Fighter bonus feat
8th +8/+3 +6 +6 +2 Natural cure 3/day
9th +9/+4 +6 +6 +3 Fast movement +20'
10th +10/+5 +7 +7 +3 Nomad 3, Natural cure 4/day
11th +11/+6/+1 +7 +7 +3 Fighter bonus feat, camouflage
12th +12/+7/+2 +8 +8 +4 Natural cure 5/day
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Natural cure 6/day
15th +15/+10/+5 +9 +9 +5 Nomad 4, fighter bonus feat, Improved whispered rumors
16th +16/+11/+6/+1 +10 +10 +5 Natural cure 7/day, fast movement +30'
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Natural cure 8/day
19th +19/+14/+9/+4 +11 +11 +6 Fighter bonus feat
20th +20/+15/+10/+5 +12 +12 +6 Nomad 5
Table 1-2: Nomad Environments
Environment Example
Aquatic Sea, Coast, On or Underwater
Desert (Cold) Tundra
Desert (Temperate or Warm) Badlands, Sandy Desert
Forest (Cold or Temperate) Forest
Forest (Warm) Jungle
Hills Rugged terrain below 2000ft.
Marsh Moors, Swamp
Mountain Rugged terrain above 2000ft.
Plains Grasslands, Steppes
Underground Caves, Dungeons
Shifting (Planar) Limbo
Firey (Planar) Plane of Fire
Cold (Planar) Cania, Plane of Ice
Weightless (Planar) Astral Plane, Plane of Air
Aligned (Planar) Mechanus, Celestia, Ysgard
Table 1-3: Natural Cure
Survival DC Effect
<14 None
14 cure light wounds + sickened/fatigued
21 cure moderate wounds +blinded/deafened/nauseated
28 cure serious wounds + paralyzed/diseased/exhausted
35 cure critical wounds + poisoned
42 heal