Nomad (3.5e Class)
From D&D Wiki
A Nomad is a martial pilgrim, the warrior wandering over mountains and across deserts to find serenity at the point of a sword.
Making a Nomad
Any given Nomad is probably going to be unlike like the last. However, most are tough combatants who compliment their physical prowess with divine natural power.
Abilities: Strength allows the nomad to function as a fighter-type class and Wisdom powers most of the nomad's abilities and therefore are likely a nomad's most important abilities. Nomads have some use for high Charisma but only for skills. Dexterity and Constitution assist in survivability.
Races: Any Race with a penchant for travel and learning. Humans and Half-orcs, obviously are decent candidates.
Starting Gold: 5d4x10 (110 gp).
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Nomad I, Illiteracy, Nomadic Lore|
|2nd||+2||+3||+3||+0||Track, Fast Movement +10ft.|
|5th||+5||+4||+4||+1||Nomad II, Whispered Rumors|
|6th||+6/+1||+5||+5||+2||Survivor's Instincts, Natural Cure 2/day|
|9th||+9/+4||+6||+6||+3||Fast Movement +20ft.|
|10th||+10/+5||+7||+7||+3||Nomad III, Natural Cure 4/day|
|14th||+14/+9/+4||+9||+9||+4||Natural Cure 6/day|
|16th||+16/+11/+6/+1||+10||+10||+5||Fast Movement +30ft.|
|18th||+18/+13/+8/+3||+11||+11||+6||Natural Cure 8/day|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Nomad's draw on their extensive knowledge and familiarity with the natural world, in addition to using their formidable martial skill when adventuring. All of the following are class features of the nomad.
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 Lore: 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.
Nomad: At 1st level, a nomad may select a natural environment from among those given on Table: Nomad Favored Environments. Due to the nomad's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival 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.
|Aquatic||Sea, Coast, On or Underwater|
|Desert (Temperate or Warm)||Badlands, Sandy Desert|
|Forest (Cold or Temperate)||Forest|
|Hills||Rugged terrain below 2000ft.|
|Mountain||Rugged terrain above 2000ft.|
Fast Movement (Ex): 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 and run or mounted combat as bonus feats.
Animal Companion (Ex): 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.)
Whispered Rumors: At 5th level, a nomad gains the Use Prejudice feat. 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 Instincts (Ex): 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 Cure (Ex): 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 the table below 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.
|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|
Any nomad that settles down for an extended period of time (DM's decision) retains her nomad abilities with the exceptions of Whispered Rumors and Survivor's Instincts. She retains her Nomadic Lore but her nomad level is counted as half for determining knowledge checks.
|22nd||Natural Cure 10/day|
|23rd||Fast Movement +40ft|
|26th||Natural Cure 12/day|
|30th||Bonus feat, Nomad VII, Natural Cure 14/day, Fast Movement +50ft.|
6 + Int modifier skill points per level.
Nomad: A nomad continues to gain favored terrains every 5 levels after the 20th.
Natural Cure: A nomad gains two additional uses per day of Natural Cure every 4 levels after the 18th
Fast Movement: A nomad gains +10ft. movement speed every 7 levels after the 16th.
Epic Nomad Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier,Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy
Human Nomad Starting Package
Bonus Feats: Power Attack
Gear: Leather armor, Shield, large, wood, Backpack, Bedroll, Flint/steel, Grappling hook, Rations (6), Rope (50ft) (2), Traveler's outfit, Donkey, Riding saddle 25lb
Playing a Nomad
Religion: Nomads vary by location, thus they may worship any deity, though deities of nature are most common.
Other Classes: Nomads have much in common with Druids and Rangers as they all revere nature and spend much of their time on the outskirts of society. They lack education like barbarians as well. They respect rogues, as they too often wander the world. Most nomads have an ingrained prejudice against arcane spellcasters due to their lack of physical ability. Thus nomad's views on bards are typically mixed since bards are wanderers who also use arcane magic.
Combat:A nomad is a front line fighter with his high attack and good health. They're slightly less durable than fighters or barbarians due to their lack of heavy armor and smaller hit die. Their fast movement, companion, and skill points make them excellent scouts and their natural cure ability allows them to support team mates outside of combat.
Advancement: Nomads never multiclass as monks (they techincally can but doing so would mean ceasing being a nomad and prevent the nomad from gaining levels). They mostly multiclass as druids, rangers and rogues, and rarely as clerics or barbarians. They often lack the time for the martial training required of a fighter or paladin.
|“||It's better to die on your feet than to live on your knees.||”|
|—Karrag the Vulture, Half-Orc Nomad|
Characters with ranks in Knowledge (history) can research nomads to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Nomads are martial travelers who wander the land with varying intentions.|
|10||They're well attuned to nature and often make friends with animal's during their journey.|
|15||They're experts in herbal medicine and posses an uncanny physical prowess.|
|20||Settling down is distasteful to nomads as it would cause them to become essentially another commoner.|