Kyrgyz dress this time. Check out those braids. |
The traveller is my sort-of substitute for the cleric, in that they're wise and tough and good at healing. They're also thematically appropriate, because the setting of ATWC - like the central Asian regions it's based on - is huge. Most fantasy settings are basically 'fantasy western Europe', but look on a map: you could fit almost the whole of western Europe inside Kazakhstan alone. Faced with all those millions of square miles of territory, you need someone who knows where they're going. You need a Traveller.
As always, the aim is for this class to be balanced against the fighter, which is in turn almost identical to the fighter from Lamentations of the Flame Princess. 'Simple' and 'martial' weapons are another idea I've borrowed from D&D3, although I didn't see any need for their additional category of 'exotic' weapons. I'll probably discuss this when I get onto talking about equipment.
Travellers:
- You can use simple weapons, plus one martial
weapon of your choice. You cannot use heavy shields, or any armour heavier
than a breastplate (+5 AC).
- You get 1d8 HP per level.
- You get +2 to all FORT saves. (Included in table
below.)
- You gain a bonus to all attack rolls (melee and
ranged) equal to half your level, rounded up.
- You know all sorts of herbal remedies to heal the
sick and injured. For as long as you are travelling through fertile
terrain, or have access to a decent herb garden, all injured characters in
your party (including you!) recover one extra HP per day for as long as
you're helping to take care of them. Having multiple travellers in the
same party does not increase this bonus.
- You are an expert at travelling and surviving in
the wilderness. You can always find food, water, and shelter under normal
conditions; you are a skilled tracker, and you never get lost except in
magical or completely pathless terrain. To perform a feat of tracking or
wilderness survival which is challenging even for an expert, roll 1d20: if
the result is equal to or less than your Wisdom, you can find a way to do
it. The GM may impose modifiers to this roll for especially challenging
situations.
Traveller Summary Table
Level
|
Hit Points
|
To Hit
Bonus
|
Fortitude
save (FORT)
|
Reflex
save (REF)
|
Willpower
save (WILL)
|
1
|
1d8
|
+1
|
12
|
14
|
14
|
2
|
2d8
|
+1
|
11
|
13
|
13
|
3
|
3d8
|
+2
|
10
|
12
|
12
|
4
|
4d8
|
+2
|
9
|
11
|
11
|
5
|
5d8
|
+3
|
8
|
10
|
10
|
6
|
6d8
|
+3
|
7
|
9
|
9
|
7
|
7d8
|
+4
|
6
|
8
|
8
|
8
|
8d8
|
+4
|
5
|
7
|
7
|
9
|
9d8
|
+5
|
4
|
6
|
6
|
10
|
10d8
|
+5
|
3
|
5
|
5
|
I just realized it's basically a ranger. Not that it's bad. Ranger relieved of inexplicable tendency for dual wielding and made comparatively useful.
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