Blue Traveler (3.5e Class)
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|“||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. 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 they're willing to stand in the face of danger. Travelers have also trained in basic melee combat which caters to their up-close and personal style. The life of a blue traveler is one full of danger but unique and memorable experiences.
Making a Blue Traveler
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 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. 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 class was inspired by the iconic blue mage from Final Fantasy)
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 or Dexterity may also be useful for the blue traveler if one wishes to take the route of a more melee-esque roll.
Races: More often than not, you'll find blue travelers as humans favoring the class' "adaptability" and adventure-centered spirit. Though they are rare, there are blue travelers in every race.
Alignment: Any, usually not Evil or Lawful.
Starting Gold: 5d4x10 gp (125gp).
Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+0||Learning, Armored Casting||3||1||—||—||—||—||—||—||—||—|
|6th||+4||+2||+2||+2||Favored Weapon Focus +1, For the Sake of Learning, Cover||4||4||4||2||—||—||—||—||—||—|
|7th||+5||+2||+2||+2||Improved Toughness, Learning||4||4||4||3||1||—||—||—||—||—|
|8th||+6/+1||+2||+2||+2||Blue Combo +1, Veteran Student||4||4||4||4||2||—||—||—||—||—|
|10th||+7/+2||+3||+3||+3||Favored Weapon Focus +2, Learning||4||4||4||4||4||2||—||—||—||—|
|11th||+8/+3||+3||+3||+3||Hit Die Improvement (d10)||4||4||4||4||4||3||1||—||—||—|
|12th||+9/+4||+4||+4||+4||Blue Combo +2||4||4||4||4||4||4||2||—||—||—|
|13th||+9/+4||+4||+4||+4||Veteran Student, Learning, For the Sake of Learning||4||4||4||4||4||4||3||1||—||—|
|14th||+10/+5||+4||+4||+4||Favored Weapon Focus +3||4||4||4||4||4||4||4||2||—||—|
|15th||+11/+6/+1||+5||+5||+5||Save the Queen||4||4||4||4||4||4||4||3||1||—|
|16th||+12/+7/+2||+5||+5||+5||Blue Combo +3, Learning||4||4||4||4||4||4||4||4||2||—|
|17th||+12/+7/+2||+5||+5||+5||Hit Die Improvement (d12)||4||4||4||4||4||4||4||4||3||1|
|18th||+13/+8/+3||+6||+6||+6||Favored Weapon Focus +4, Veteran Student||4||4||4||4||4||4||4||4||4||2|
|20th||+15/+10/+5||+6||+6||+6||Blue Combo +4, For the Sake of Learning||4||4||4||4||4||4||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Blue travelers are proficient with all simple and martial weapons excluding all ranged weapons (such as bow, crossbow, and sling) and can also use all light armors as well as all shields save tower shields. (Note that if a traveler chooses to use a shield, in most cases they will not be able to perform the somatic components for a spell without an open hand.)
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 + twice 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 he 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 fireball spell did 3d6 damage, it would take up a slot for the Blue Traveler. If a different variation of the same fireball spell did 5d6 damage instead, it would take up another slot as well. 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. 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 following;
Mental Bond: 1+Intelligence modifier/day, the traveler can bind himself to a creature he wishes to learn through for 3+Intelligence modifier turns as a swift action, any effects that creature takes (including healing and damage), the blue traveler also takes and learns from. (May not be chosen more than once)
Ease of Mind: The blue traveler becomes more adept at learning and reduces the DC of Learning to 1 1/2 of the HD of the monster instead of twice its HD. (May be taken up to two more times making the DC become 10 + HD of the monster then 10 + 1/2 the HD of the monster instead)
Expanded Mind: The blue traveler gains more slots equal to 1/2 of his Int Modifier. (May be taken again to become equal to Int Modifier)
Spells: Blue travelers have special slots that increase depending on their class level. They can use any spell or ability they have in a slot without preparation. Travelers must use all components required to cast spells unless otherwise stated.
The Slots are filled by Learning spells, abilities, and maneuvers.
Like other spellcasters, a Traveler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Blue Traveler. In addition, he receives bonus spells per day if he has a high Intelligence score. If your campaign is starting at a higher level than one, I recommend you ask the DM for a few spells of his choice to start you off.
Now all of this can be a bit confusing so here I'll give a few examples. A 1st level traveler for instance could know two 2nd lvl spells and not be able to cast either of them (Learning is not restricted by level but casting is). Or he could know two 0 lvl spells, two 1st lvl spells, and a single ability (All of which would be usable). A 5th lvl traveler could know no 0 lvl spells, no 1st lvl spells, four 2nd lvl spells, and three abilities or maneuvers (This way he has two open slots available for learning).
Armored Casting(Ex): At 1st level, blue travelers learn how to mimic their enemies spells even while wearing light armor. They do not incur spell failure penalty for casting spells while wearing light armor or using a light shield. Penalties for medium and heavy armor as well as those from heavy shields still apply.
Veteran Student: Weathered blue travelers who reach 2nd level tend to develop techniques that help them survive when 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 10 + The DC of save for the attack (if there is no DC for the attack, instead make a concentration check with a DC of 10+ 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.
Cover(Ex): Starting at 4th level, as an immediate action once (+Dexterity modifier) per encounter you can opt to jump in the way of an incoming spell or ability taking the damage dealt instead of the targeted ally. There must be at least a 5 ft. square of space between the ally and enemy who is attacking for the blue traveler to move into and the distance traveled by the blue traveler can not be greater than 10 feet. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
Favored Weapon Focus: The blue traveler gains a +1 bonus on all attack rolls they make using their selected weapon. This Bonus increases by +1 every 4 levels after 6th (Maximum Bonus = Int Mod). This bonus stacks with other bonuses on attack rolls. Treat this as if you had taken both Weapon Focus and Greater Weapon Focus for the selected weapon (This means you may not take them again for this weapon).
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. Beginning at level 6, once per day + 1/2 CON modifier if the traveler is killed by an ability he is attempting to learn, he revives with the ability learned after 1d4 turns with 10% of his life (rounded down) provided he succeed in a Concentration check with a DC of 10 + 2 for every point of hp he has below 0 (if he dies from "massive damage" but has more than 0 HP, then he only need make a DC of 10 to revive). Every 7 levels afterwards, he has a +5 to making the concentration check.
Blue Combo: Travelers excel at fighting in tandem with their comrades. At 8th level, when an ally strikes a foe within his range of threat two or more times, the blue traveler may follow up with a single melee attack of his own (using his full attack bonus) by expending an Attack of Opportunity. Every 4 levels after obtaining this feature, add one extra attack with a stacking -2 to your attack bonus. He may do this once per round. (If you are more interested in the role of casting you may want to see the Bestiary Check class feature in the Adaptation section.)
Hit Die Improvement: Blue travelers become naturally more resilient as they expose themselves to more situations. At level 11, the blue travelers hitdie increases by 1 (from d8 to d10). The improvement is retro-active so you will roll again for your hitpoints. Their hitdie increases again (d10-d12) after reaching 17th level (also retro-active). This improvement only applies to the levels you take in blue traveler, if you were to multi-class you will use its specified HD.
Save the Queen: Beginning at level 15, after successfully using Cover to protect an ally, you may immediately use the spell or ability you just blocked against the opponent who cast the ability, in this very unique case you do not need to learn the ability but you do have the option to.
Epic Blue Traveler
|21st||+ 1 Maximum Spell/Ability that can be learned|
|24th||+1 Maximum Spell/Ability that can be learned|
|27th||+1 Maximum Spell/Ability that can be learned|
|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
Weapons: Longsword and Buckler
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Mage Device||4||Cha||—|
Feat: Skill Focus (Concentration)
Bonus Feats: Eschew Materials
Gear: Chain Shirt and Standard Adventurer's Backpack
Playing a Blue Traveler
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 scimitars.
Advancement: The most important thing when leveling up is to go back through your list of class features and be sure that it is or isn't time to improve them. Taking the Blue Traveler pretty much eliminates the option of multiclassing with another mage class because they have sacrificed their ability to cast their own spells, 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 make good use of their martial bonuses and 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
|“||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
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.
|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
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.
Bestiary Check can be taken in the place of Blue Combo if the player prefers a more intellectual role rather than a melee combat role. 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 + Twice 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, the DC lowers to 10 + 1 1/2 the monster's HD to 10 + 1 x the Monster's HD then finally to 10 + 1/2 x the Monster's HD respectively.
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, both scimitars drawn and he looks upon your party and simply signals, "Well?" and the Battle begins...