Blue Traveler, Variant (3.5e Class)
Blue Traveler[edit]
“ | Hit me with your best shot so I can hit you right back with it! | ” |
—"Pen", a Human Blue Traveler |
Blue Travelers take the term "Adaptive Learner" to an entirely new level. These Travelers are mages who have mastered the art of using magic to "mimic" the abilities that have struck them be it the humble Cure spell or even the fiery breath of a dragon, these Travelers have learned how to copy them all, making them potentially extremely powerful for as long as their willing to stand in the face of danger. The life of a Blue Traveler is one full of danger but unique and memorable experiences. These Travelers have also trained in proficiency with their iconic scythe in order to face more "Mundane" problems.
Making a Blue Traveler[edit]
The main strength of a Blue Traveler is his versatility derived from "Learning" the abilities that hit him. These aren't exclusive to magical abilities. Even combat maneuvers and other special abilities can also be learned by the Blue Traveler making him a powerful addition to any party. Perhaps the biggest weakness of the class however is his reliance on putting himself in danger in order to gain more powerful moves which is problematic especially considering the initially low Hit points of the Blue Traveler. His limited spell list (in comparison to other dedicated spellcasting classes, e.g. Wizard) often means that the Blue Traveler may have to give up some powerful moves in favor of ones that the situation requires. This makes the Blue Traveler a powerful spellcaster as long as you're willing to take the risks. (This is an FF Inspired Class)
Abilities: Blue Travelers will definitely benefit from Intelligence in order to be able to learn and utilize moves from their foes and allies as well as Constitution to survive the more devastating attacks he will no doubt face. Strength may also be useful for the Blue Traveler if one wishes to take full advantage of the Scythe that comes with his class-abilities.
Races: More often than not, you'll find Blue Travelers as humans favoring the class' "adaptability" and adventure-centered spirit. It is also possible to find Elven, Dwarven and Halfling Blue Travelers.
Alignment: Any.
Starting Gold: 5d4x10 gp (125gp).
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +0 | Learning, Bestiary Check, Armored Casting | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +0 | Scythe Mastery | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +1 | +1 | Learning Resistance | ||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +1 | +1 | Learning +1 | ||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +1 | +1 | Hit Die Improvement | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +2 | +2 | For the Sake of Learning, Bestiary Check +1 | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +2 | +2 | Learning +2 | ||||||||||||||||||||||||||||||||||||
8th | +6 | +2 | +2 | +2 | Learning Resistance + 1 | ||||||||||||||||||||||||||||||||||||
9th | +6 | +3 | +3 | +3 | Improved Scythe Mastery | ||||||||||||||||||||||||||||||||||||
10th | +7 | +3 | +3 | +3 | Learning + 3 | ||||||||||||||||||||||||||||||||||||
11th | +8 | +3 | +3 | +3 | Hit Die Improvement + 1, Bestiary Check +2 | ||||||||||||||||||||||||||||||||||||
12th | +9 | +4 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
13th | +9 | +4 | +4 | +4 | Learning Resistance + 2, Learning + 4, For the Sake of Learning + 1 | ||||||||||||||||||||||||||||||||||||
14th | +10 | +4 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
15th | +11 | +5 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
16th | +12 | +5 | +5 | +5 | Greater Scythe Mastery, Bestiary Check +3, Learning +5 | ||||||||||||||||||||||||||||||||||||
17th | +12 | +5 | +5 | +5 | Hit Die Improvement +2 | ||||||||||||||||||||||||||||||||||||
18th | +13 | +6 | +6 | +6 | Learning Resistance +3 | ||||||||||||||||||||||||||||||||||||
19th | +14 | +6 | +6 | +6 | Learning +6 | ||||||||||||||||||||||||||||||||||||
20th | +15 | +6 | +6 | +6 | For the Sake of Learning + 2 | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
Weapon and Armor Proficiency: Blue Travelers are Proficient with all Simple and Martial Weapons and can use all Light Armors but they have no proficiency in shields.
Learning: Blue Travelers are capable of learning special abilities, spells, maneuvers, etc that successfully target and hit them. But in order for this to work, the Blue Traveler must WILLINGLY take the hit and deny any saves or any attempt whatsoever to avoid the hit as well as succeeding a concentration check with a DC equal to 10 + the HD of the one who made the spell/ability. Making a save of any sort will not teach the ability regardless of whether or not it succeeds. Also, the Blue Traveler must have a "Spell Slot" available for the effect to take place. When the Blue Traveler learns an ability from an enemy, it takes up a "Slot" from the Traveler's "Spell List". The Traveler can unlearn any ability he has learned before to free up space but must learn the ability by getting hit by it all over again if he does. Spells that have differing variations take up different spell slots. For example, if a fire spell did 1d6 damage, it would take up a slot for the Blue Traveler. If a different variation of the same fire spell did 1d8 damage instead, it would take up another slot aswell. Therefore it is recommended to use only the "best variation" of the available spells and eliminate all "lower variations" in order to free up space. Also, any metamagic feat/enhancements and other effects made in the spell will be replicated when you cast them but you cannot learn or otherwise apply any other effects to the spells you cast. There is no limit to how many times per day a Blue Traveler can cast his spells but other restrictions (such as cooldown or once per encounter powers) still apply. The Blue Traveler may also learn skills/abilities by directly jumping into them (e.g. you can learn a dragon breath by jumping INTO the dragon breath if you would be out of range). You may unlearn an ability by meditating out of combat for 5 minutes to remove the ability/spell from your list. Every 3 levels after the first level, Learning can be Improved by picking a feature from the List:
Bond for Learning: 1+Int Modifier/Day, the Traveler can bind himself to a creature he wishes to learn from and any effects that creature takes (including healing and damage), the Blue Traveler also takes and learns from for 3+Int Modifier turns. (May not be chosen more than once)
Easier Learning: The Blue Traveler becomes more capable at learning and reduces the DC of "Learning" to 10 + 1/2 of the HD of the monster instead. (May be taken again making the DC become 10 + 1/4 HD of the monster.)
Maximum Learning: The Blue Traveler gains more "Spell Slots" equal to 1/2 of his Int Modifier. (May be taken again to become equal to Int Modifier)
Spells: Blue Travelers have Special Spell Slots which increase depending on their level.
Level | Spells/Abilities Max | |
---|---|---|
1st | 3 | |
2nd | 4 | |
3rd | 4 | |
4th | 5 | |
5th | 6 | |
6th | 6 | |
7th | 8 | |
8th | 9 | |
9th | 11 | |
10th | 12 | |
11th | 14 | |
12th | 14 | |
13th | 16 | |
14th | 16 | |
15th | 18 | |
16th | 18 | |
17th | 19 | |
18th | 20 | |
19th | 21 | |
20th | 22 |
Bestiary Check: Blue Travelers all have a book called a "bestiary" containing information about all monsters in the world. Once per day + the user's Int modifier, the Blue Traveler may make a relevant knowledge check with a DC of 10 + the monster's HD to learn all information there is to know about that monster's race (weaknesses and abilities, etc.) The Blue Traveler has a +5 Competence bonus to the relevant knowledge skill when making these checks. Every 5 Levels after this feature has been gained, +5 to this check.
Armored Casting: Blue Travelers have learned how to mimic their enemies spells even while wearing light armor. No spell failure penalty for casting spells while wearing light armor. Penalty for medium and heavy armor still applies.
Scythe Mastery: The iconic weapon of Blue Travelers is the scythe. Legend has it the first Blue Travelers gained their mastery of the weapon from the Grim Reaper himself, a token of his respect for their frequent brushes with his realm. +1 to attack rolls and damage rolls while wielding a Scythe. Critical range is increased by 1(applied after multipliers such as the Keen enchantment).
Improved Scythe Mastery: By the 9th level, Blue Travelers have learned to wield their scythes with almost an inhuman grace. Bonus increased by +3 on attack and damage rolls.
Greater Scythe Mastery: Upon attaining the 16th level, Blue Travelers learn to strike with extreme precision, increasing their bonuses to attack and damage rolls by +5, and increasing the critical range of their Scythes by an additional +2, for a total of +3 critical range(applied after multipliers such as the Keen enchantment).
Learning Resistance: Blue Travelers feel less pain whenever they're trying to "learn" a new ability. Damage from spells and abilities that the Blue Traveler is attempting to learn is reduced by 25% (rounded down) provided he passes a concentration check with a DC of save for the attack (if there is no DC for the attack, instead make a concentration check with a DC of 1/2 amount of damage the attack does). At level 8, the Blue traveler reduces the length of status ailments from abilities/spells not in his list by 1d4 rounds (May be applied when it is convenient for the user, and also must pass a similar concentration check. If there is no save, you cannot use this feature). At level 13, damage from spells and abilities that the blue traveler does not have in his list is reduced by another 25%. At level 18, the length of status ailments from abilities/spells that is not in his list is reduced by another 1d4 rounds. No effects apply if you are not trying to "learn" the ability.
Hit Die Improvement: Blue Travelers become naturally more resilient as they expose themselves to more situations. The Blue Travelers hitdie Increases by 1 (from d8 to d10). The improvement is retro-active so you will roll again for your hitpoints. The Blue Travelers hitdie increases by another (d10-d12) after 6 levels (also retro-active). The Blue traveler will gain "maximum hitdie" 6 more levels after that (meaning his hitpoints will be treated as if he rolled 12 all the time + the usual modifiers)
For The Sake of Learning: The most skilled blue travelers have gained the ability of resisting death in order to satisfy their curiosity for the most dangerous abilities. Once per day + 1/2 CON modifier If you are killed by an ability you are attempting to learn, you revive with the ability learned after 1d4 turns with 10% of your life (rounded down) Provided you survive a Concentration check with a DC of 10 + 2 point of hp you have below 0 (if you die from "massive damage" but have more than 0 HP, then you only need a DC of 10 to revive). Every 7 Levels afterwards, you have a +5 to making the concentration check.
Epic Blue Traveler[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | + 1 Maximum Spell/Ability that can be learned | ||||||||||||||||||||||||||||||||||||||||
22nd | |||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | +1 Maximum Spell/Ability that can be learned | ||||||||||||||||||||||||||||||||||||||||
25th | |||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | +1 Maximum Spell/Ability that can be learned | ||||||||||||||||||||||||||||||||||||||||
28th | |||||||||||||||||||||||||||||||||||||||||
29th | |||||||||||||||||||||||||||||||||||||||||
30th | +1 Maximum Spell/Ability that can be learned | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Learning: Gain 1 more spell that you can learn every 3 levels after level 20th
Human Blue Traveler Starting Package[edit]
Weapons: Scythe (2d4)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Concentration | 4 | Con | — |
Spell Craft | 4 | Int | — |
Knowledge (Nature) | 4 | Int | — |
Knowledge (Arcane) | 4 | Int | — |
Survival | 4 | Wis | — |
Heal | 4 | Wis | — |
Feat: Skill Focus (Spell Craft)
Bonus Feats: Toughness
Gear: Chain Shirt and Standard Adventurer's Backpack
Gold: 125
Campaign Information[edit]
Playing a Blue Traveler[edit]
Religion: While there is no particular central deity that the Blue Traveler worships, a number of humans praise Fharlanghn, the God of Roads, horizon and Travelling while dwarves typically praise Muamman Duathal, God of Urban dwellers and Travelers. Regardless of their religious beliefs, Blue Travelers tend to be indifferent towards the religion of others.
Other Classes: It is rather uncommon to find Blue Travelers staying with a particular group for long. Their thrive for new experiences and learnings makes them wish to learn new things and may grow bored of the same company. Two Blue Travelers who come from differing places may share their learnings for a time but quickly afterwards it is common for them to part ways. Bards also make good accompaniment and friends for Blue Travelers with the Blue Traveler with plenty of strange encounters to inspire the Bard and the Bard with many experiences that pass his way to share with the Traveler.
Combat: There are generally two ways to play the Blue Traveler either as a Tank-Combatant or a "Semi-Mage" but it's more of a spectrum than a binary, meaning it's relatively easy to hybridize and pick how much of either side you wanna play for this class. You can play a "Semi-Mage" type by learning as many spells as possible and use that variety of magic in order to take the advantage on the battlefield. Generally, your class will have different options from the standard mage and distinct advantages depending on how much "tankiness" you risk (by taking on more dangerous encounters and directly absorbing their most powerful hits(perhaps even buffed by metamagic feats and whatnot)) which should make you on par with a lot of powerful casting classes but not so powerful that you'll dominate the unlimited spell power of a wizard (ultimately, you'll only have around 22-26 spells in your list and that can be rather restricting). A tank-ish class could also be played through the opposite approach, which is unlearning spells as you get them so you can maintain your resistance to them you get hit, then taking fighter feats in order to get some offensive output from your scythe.
Advancement: Taking the Blue Traveler pretty much eliminates the chances of you getting to another mage class which is a rather steep price. However, it should make for good synergy to advance into martial classes such as Warblade which allows for you to maximize dual-wielding with scythe with their martial bonuses with the added benefit of being able to have "free spells" with almost no cost aside from a few dips to get learning.
Blue Travelers in the World[edit]
“ | Wow, that was extraordinary! *cough* *cough* I can see why most adventurers wouldn't wanna be hit by that! | ” |
—Alfred, Human Blue Traveler, right after being supposedly vaporized by a Solar's Firestorm |
You can find a Blue Traveler in the places where the most interesting creatures exist, observing and recording their patterns and most of the time, attempting to establish contact (or fight) such creatures. Where there is an Elder Titan trying to destroy an entire civilization, there's a Blue Traveler, testing his luck to find the Titan's secrets. These Travelers are at heart, curious mages who simply prefer "field-based research and experimentation" though their appearance of naivety hides the true strength of the magic they bear. They're unlike the traditional mage or wizard who secludes themselves to the safety of their books, they want to be out there where the fun is happening.
Daily Life: The day to day life of a Blue Traveler is quite varied as they prefer going to different places and different types of adventures. One thing's that's for certain is that they'd want to be where all the interesting things are happening and as such, like to find bards who would tell them tales of adventure that they may find around the world. These Travelers are may want to be able to catalog all life on the planet and fill it within their bestiary or learn the most powerful spell from the most powerful monster. Whatever drives a Blue Traveler, it always drives them to go out and venture the world.
Organizations: It is unlikely that you'll find more than one Blue Traveler together, however, some take apprentices as they believe it can be a great learning experience for both master and apprentice.
NPC Reactions: Rogues will have a hard time working with a Blue Traveler. Their generally "excitable" nature often means they're terrible at stealth missions as where a rogue would rather slay his target unseen, a Blue Traveler would rather go out of his to make his target try to use his best ability in him. Though their optimistic attitude makes for good company towards pretty much anyone else and they have no real enemy classes.
Blue Traveler Lore[edit]
Characters with ranks in Knowledge (Arcane) can research Blue Travelers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | These eccentric and cheery mages have the power to learn spells by being struck by them. |
10 | It is unlikely to find a Blue Traveler with the same companion twice. |
15 | Blue Travelers are mages who have sacrificed their own magical power to be able to absorb the powers of other creatures. |
20 | It is said that a Blue Traveler, so devoted to knowledge can bring his learnings back... From the dead. |
Blue Travelers in the Game[edit]
Blue Travelers are the kind of adventurers that are in it for the fun as much as they are in it for the experience. Finding a Blue Traveler will certainly be interesting as where there is a Blue Traveler, something powerful must be nearby. In a party, it is likely that the Blue Traveler would be the one that pushes the group into daring quests and adventures.
Adaptation: Scythe Mastery could be taken away in exchange for extra slots or increased Bestiary/Learning Resistance/Revival checks. This makes a class more focused on the magic side but makes tanking options more limited as you no longer have your melee advantage with your scythe and thus less ways of defending yourself
Sample Encounter: Your group arrives in the cave of the large, ancient dragon. For weeks you've spent plotting and scheming the perfect plan to face the beast. You entered the cave silently, timing your approach to strike the dragon in its sleep. But as they enter the den of the dragon they hear a large scream in the distance. "Hey! You! Yeah, you sleeping worm! Wake up it's time for dinner!" The Cave shakes with the sound of the voice and the dragon rises from its slumber. Your party looks on to see another person with a distinct blue cloak but before you could even do anything, the Dragon unleashes an intense breath of flame towards the cloaked person. You look away from the person in to avert your gaze from the charred corpse but in the direction of the said corpse you hear, "*Cough* *Cough* Okay, Fire Breath, DEFINITELY WORSE than Ice breath. *Cough*" The Blue traveler approaches the dragon, his scythe drawn and he looks upon your party and simply signals, "Well?" and the Battle begins...
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