Traveler (3.5e Class)

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A traveler surveys the horizon.


While most adventurers look for excitement in dungeons fighting with all manor of beasts and men the traveler knows that there are plenty of wonders to be found by simply wandering the world. Self sufficient and knowledgeable about travel, these skilled and smart individuals can travel great distances with ease and help others do the same.

Adventures: Even more then most other characters the traveler needs little reason to set out. Cursed or blessed with wanderlust to an immense degree, the traveler is always going to new places and seeing new things. While a dangerous trapped and guarded tomb or cave may not appeal to most people they are still new landscapes for the traveler.

Characteristics: Often travelers are characterized by their curiosity. Travelers always wonder what's over the next hill, where did that tapestry come from, and what is in that chest. This leads to most travelers being quite intelligent with a strong hunger for learning and discovery. Most travelers also won't survive with a good dose of practicality and self reliance; they are perfectly happy to be with others, but they know that if stranded alone far from civilization they can take care of themselves.

Travelers also know the value of being in good physical shape. Walking across many planes and roads with plenty of fresh air usually leave travelers with a balanced and tough physique able to bear the brute of the elements and adapt quickly to natural dangers. In general travelers are well balanced individuals who are fit both physically and mentally with a wide variety of skills to fall back on.

Alignment: Travelers can come from almost any alignment. One might be quick to assume that the wandering traveler tends toward chaos, but this is not absolutely true. While many free roaming travelers are chaotic, relying on whim and luck to guide there steps, just as many are strictly lawful, looking to map, discover, and record every inch of land. In addition, while not impossible it's difficult to find a traveler of evil alignment, as a respect for life and the world is often the credo of may travelers.

Religion: Travelers are quite free to worship any deity they wish, though it is truly the exception to find a worldly traveler who won't at least raise a glass and donate a few coins to Farlanghn, god of roads. Some travelers actually go as far as to openly worship and sacrifice in the name of Farlanghn but just as many worship others. Travelers who particularly enjoy forests may worship Ehlonna or Obad-Hai while those who often explore underground turn to Moradin. Like their balanced abilities a traveler may pay tribute to several gods or perhaps even all of them.

Background: Travelers can come from all walks of life. A boy born and raised in the wilderness can take to the road as easily as a couped up city girl. However, a trait often shared by many travelers in their young lives are strong curiosity and constantly moving about. Young travelers spend most of their young lives constantly testing the boundaries and limits set for them, slowly moving farther and farther away from home until the only limit is their own abilities.

Races: Humans energy and curiosity lend themselves well to adventuring. Elves may also be drawn to traveling due to their appreciation for the natural world. Thus it is little surprise that half-elves are prime traveler material. Halfling's nomadic nature make them seem like perfect traveler material, but their strong family ties can sometimes prevent them from striking out on their own. Gnomes and dwarfs tend to prefer staying home to traveling the land, but but they do ocasionally strike out. Half-orcs rarely posses the wits or wonder to set themselves to the traveler frame of mind.

Other Classes: Though travelers pride themselves on being self sufficient they will almost always appreciate companions for safety in numbers or just conversation partners. Fighters, barbarians, monks, and paladins are fine guards though a little simple and focused. Rangers and bards are wonderful companions that often share the travelers wanderlust and are usually quite world-wise. Travelers don't always understand the druid's obsession with nature, the experienced traveler understands that nature is quite capable of taking care of itself and usually shouldn't be messed with. Travelers don't usually have preconceived notions about sorcerers or wizards.

Role: The traveler usually serves as a support character in a party. The travelers abilities and skills allow the party to arrive at its destination quickly and with minimal fuss allowing the conservation of resources for more serious challenges. In actual battle travelers can use their light combat abilities to back up the main fighters or provide cover while other warriors recover. A traveler's light healing abilities also make her invaluable to a party as a back-up. A very clever party could use the traveler's movement abilities to lead their enemies where they want to be.

Making a Traveler[edit]

Travelers come in all shapes, sizes, and walks of life. They all tend to be multi-skilled and especially good at wilderness survival. Depending on how they support themselves on the open road changes their use to the party, from charismatic negotiator, to efficient knife wielder, to jack of all trades.

Abilities: Most abilities are important for travelers. Wisdom powers several of their special abilities while Intelligence allows for lots of skills and is important for many class skills. Dexterity and Constitution are valuable for surviving natural threats and for travelers with little armor.

Alignment: Any

Starting Gold: 5d4 x10 gp

Starting Age: Simple

Table: The Traveler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Long Distance Endurance, Wanderer's Wisdom, What Pays the Bills
2nd +1 +0 +0 +3 Difficult Target +1,
3rd +2 +1 +1 +3 Ambush Sense +3, Traveling Companion
4th +3 +1 +1 +4 Light Sleeper +4, Terrain Defense +1
5th +3 +1 +1 +4 Special Movement, Long Distance Endurance +5 feet, Iron Stomach
6th +4 +2 +2 +5 Environment Survival +4, Good Samaritan
7th +5 +2 +2 +5 Difficult Target +2, Terrain Defense Att +1
8th +6/+1 +2 +2 +6 Ambush Sense +6
9th +6/+1 +3 +3 +6 Light Sleeper +6, Seen Everything
10th +7/+2 +3 +3 +7 Fast Movement, Terrain Defense +2
11th +8/+3 +3 +3 +7 Good Samaritan, Environmental Survivor +8, Low Light Vision
12th +9/+4 +4 +4 +8 Difficult Targe +4
13th +9/+4 +4 +4 +8 Ambush Sense +9, Terrain Defense Att +2
14th +10/+5 +4 +4 +9 Light Sleeper +9
15th +11/+6/+1 +5 +5 +9 Long Distance Endurance +10 feet
16th +12/+7/+2 +5 +5 +10 Good Samaritan, Environmental Survivor +12, Terrain Defense +3
17th +12/+7/+2 +5 +5 +10 Difficult Target +6, Really Seen Everything
18th +13/+8/+3 +6 +6 +11 Ambush Sense +15
19th +14/+9/+4 +6 +6 +11 Light Sleeper +15, Terrain Defense Mastery
20th +15/+10/+5 +6 +6 +12 Long Distance Endurance

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (architecture & engendering, dungeoneering, geography, history, local, nature, nobility & royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Travelers are proficient with all simple weapons, the short sword, rapier, and light armor, but not with shields.

Long Distance Endurance: A traveler gains endurance as a bonus feat. In addition, at 5th level the Traveler gains 5 feet to their base speed, and at 15th, an additional 5 to 10 feet. Finally, at 20th level, the traveler can no longer be exhausted by walking the road and automatically succeeds all checks related to extended running, walking, and marching.

Wanderer's Wisdom: A traveler adds her Wisdom bonus as a competence bonus to all class skills (even ones that already have Wisdom as their key ability). The max for this bonus is +1 at level 1 and increases by 1 at every odd level (+2 at 3rd, +3 at 5th, and so on).

Whatever Pays the Bills: Unfortunately for the traveler, traveling doesn’t pay very well. So in order to be capable of supporting herself on the road, the traveler must take up a light trade. You may only chose one.

Performer: A traveler who takes up the performer profession gains the class skill Perform (any) plus a class modifier of 3+(1/2 Class Level rounded down) to any Perform skill she has at least one rank in. In addition, the performing traveler gains the Bardic Music ability where the uses are 1+(1/2 Class Level rounded down) per day. However, the only Bardic Music abilities she gains are Fascinate, Suggestion, and Mass suggestion (acquired as Bard advancement), as they progress in the Bard class. Bardic Music in this instance can be used with any perform check. Finally, the Traveler’s Wisdom skill bonus is effectively doubled for each level. Finally, you may use Charm Person, as the spell (CL4th) once per day at 5th level, twice per day 12 level (CL8th), and thrice per day 18th level (CL16th) upon 10 minutes of a successful perform check.

Showoff Sharpshooter: A Traveler who decides to become a Sharpshooter gains proficiency with every ranged weapon and adds Perform (Sharpshooting) to her class skills. The Sharpshooter Traveler gains a class modifier of 1+(1/2 Class Level rounded down) for her Perform (sharpshooting) as well as use the Bardic Music ability of "Fascinate" . In addition, the sharpshooting traveler gains a +1+(1/2 Class Level) attack bonus for every target more than 30 feet away. If the traveler has the Sneak Attack class ability, she may sneak attack at up to 60 feet away starting at 3rd level. The traveler may add her wisdom bonus to attack and damage (as long as the creature can take extra damage. This is added after any critical hits) rolls at this distance as well. Starting at 5th level, once per day, if the traveler is flanked, sneak attacked, or otherwise caught flat footed with a melee attack, she may make an attack of opportunity with a loaded ranged weapon in her hand before the strike at a -4 penalty, in addition to any other penalties incurred by wielding the weapon one handed, to cause a disruption of the attack. This increases to 2/day at 12th level and 3/day at 19th level. This effect does not work against an attacker completely invisible to the traveler until level 20. At level 20, she gains 5 feet of blindsight for the purpose of detecting invisible flankers. If the traveler has Quickdraw and an open hand, she may draw a sheathed weapon for this attack.

The Knife Dealer: the Knife Dealing Traveler automatically gains proficiency with every type of knife and dagger. As a class feature, she gains Weapon Finesse and Two Weapon fighting as bonus feats. However, the traveler may only use these feats when fighting with knives and daggers. The knife dealing traveler also gets the Duelist class feature Precise Strike to only count when an attack is made with a knife or dagger, increasing in d6 every 3 levels. The knife dealing traveler also gains a class modifier of 2+(1/2 Class Level) to slight of hand checks involving daggers and knives.

The Alchemist: The Alchemical Traveler automatically gains proficiency with three special weapons: the Alchemist's Breachload Pistol, Breachload Rifle, and Revolver. This traveler gains a class modifier of +1 to Craft (Alchemical Item) for every other class level and gains the feat Craft Alchemical Item, even if she does not meet the prerequisites. She may also create one “Two Stage Alchemical Cartridge” per day at a Craft (Alchemical Item) at a DC of 15. Any other attempts have a DC of 35. which deals 3d6 extra damage upon striking a creature this is . If the shot with this cartridge is a critical (assuming the creature can take critical damage), after confirmation, the creature must make a Fortitude save of 10+ the amount over the DC made to make the item or it will die. Assume that every store purchased Two staged round has a DC of 11. The Alchemical traveler cannot carry more than two of these rounds at a time, due to its volatile nature, until 5th level, where three can be carried. 4 can be carried at 10th level, and 5 can be carried at 15th level, with a full 7 at 20th level. The Starting at 5th level, once per day, if the traveler is flanked, sneak attacked, or otherwise caught flat footed with a melee attack, she may make an attack of opportunity with a loaded ranged weapon in her hand before the strike at a -4 penalty, in addition to any other penalties incurred by wielding the weapon one handed, to cause a disruption of the attack. This increases to 2/day at 12th level and 3/day at 19th level. This effect does not work against an attacker completely invisible to the traveler until level 20. At level 20, she gains 5 feet of blindsight for the purpose of detecting invisible flankers. If the traveler has Quickdraw and an open hand, she may draw a sheathed weapon for this attack. Finally, the Alchemical traveler may use an alchemical weapon to strike a target with the butt of the weapon for 1d6 points of nonlethal bludgeoning damage at -2 to the attack. This attack may also be used to disarm an opponent.

Jack of All Trades: The traveler who is a Jack of all Trades gains the feat Jack of All Trades, where every skill is considered trained with a half rank. If half of the skill points of the next level are forfeited, the traveler may consider each skill to have one rank. This can only be done once and does not add ranks to skills you already have ranks in. The traveler gains all Profession skills as class skills and may make the same amount of money for a week’s worth of work in only three days. At 5th level, the traveler only has to spend one skill point for ranks in cross class skills and only one point for Skill Tricks (provided she meets the prerequisites). Starting at level 10, the Traveler may add one rank to a skill she did not put skill points into that level. Finally, at level 15, the Traveler is considered to have every skill as a class skill and can put ranks into any of them up to the maximum. In combat, the traveler takes no penalty to improvised weapons and gains the feat improved unarmed strike.

Difficult Target: A traveler can use her extra mobility to be difficult to hit. When wearing light or no armor and without a shield; the traveler may add her Wisdom bonus +1 as a dodge bonus to her AC. An extra +1 bonus is given during a full defense. The bonus increases by 1 at 7th level. Any time the traveler would lose her Dexterity bonus to AC the bonus from Difficult Target is halved rounding down.

Ambush Sense: Having plenty of negative experience with bandits and raiders the traveler has grown used to the signs of an impending ambush. When rolling any check to become aware of a hidden ambush or other camouflaged individuals a traveler gets +3 to the checks and makes each check twice using the better result. At level 9 the bonus increases to +6, at level 15 the bonus increases to +10 and a traveler automatically detects a hidden person they pass within 15ft of regardless of checks. In addition to this, the Traveler also gains Trap Finding, as per the Rogue ability and may find traps above DC 20.

Traveling Companion: A traveler gains an animal companion for the long days on the road. Treat as Ranger’s Animal Companion with the following exceptions: a Traveler may only chose out of the original lot (DM's discretion), the companion may not be larger than the Medium size category, unless it's a non-magical mount, and is ineligible for Animal Companion related feats.

Light Sleeper: Travelers know that danger does not fade with the sun and they keep an ear open even when resting. If a sleeping traveler makes a listen check to hear something they get a +4 bonus to the check. In addition travelers get a +1 bonus to any saves made against an ability or spell that specifically effects a sleeping person or dreams. At level 11 listen checks are made at +8 and saves at +2, also the traveler is not flat footed when she wakes up. At level 18 listen checks are made at +20 and saves at +3, also a traveler can draw a nearby weapon and make an attack of opportunity when woken up as a free action. Also, at level 11 if a Will save succeeds while sleeping against an ability or spell that specifically effects sleeping people or dreams the user of the ability or spell is then subjected to the ability or spell, at level 18 the user makes any Will saves against the ability or spell at -4.

Terrain Defense: An experienced traveler knows how to use terrain features to her advantage in a fight. When a traveler has cover or concealment she gains an extra +1 bonus to AC and Reflex saves, this bonus even applies in close range combat. This bonus can also be activated when either the traveler or opponent gains a +1 attack bonus for having high ground. Effects of different terrain stack, so if a traveler has cover, concealment, and high ground she gains +3 to AC and Reflex saves. The bonus increases to +2 at level 8 and +3 at level 12. These bonuses are in addition to the normal bonuses gained from cover, concealment, and high ground. At level 19th, the traveler can no longer be stopped by difficult terrain and retains full base speed without having to make balance checks on all movement. In addition, the traveler gains the benefit of Uncanny Dodge on the conditions explained above.

Special movement: Travelers come in many varieties and gain a special ability based on their alignment. A traveler can only use the ability indicated by her alignment and if her alignment changes she may only use the new ability.

Intricate Maps (Lawful) Lawful travelers keep maps and records of everywhere they have been. It is impossible for a lawful traveler to get lost as long as she has something to draw with and something to draw on. A lawful traveler instantly recognizes any place she has been previously been. A lawful traveler moving through a place she has been can adjust to chance of a random encounter by 10% at will (minimum 5%). At level 9 a lawful traveler can adjust the encounter rate by 20% (minimum 0%) and her maps become so powerful that she will automatically see through any illusion that changes the appearance of terrain that she has been to when it was not under illusion.

Balance of the Land (Neutral) Neutral travelers can find balance with the land around them, this causes them to be intrusive without even trying and sense abnormal disturbances. All unintelligent animals have -6 to spot and listen checks to find the traveler even if she is not hiding or moving silently. Intelligent creatures and people suffer -4 on their checks. Party members have a similar effect at -1 for intelligent creatures and -2 for animals. At level 9 a neutral traveler can make a Wisdom check +2+traveler levels to sense that land or animals are being effected by magic even if no outside evidence exists against a DC equal to the spells save DC. If she beats the DC then she will be aware of the spell, if she beats the DC by 10 or more she can determine the strength and rough effect of the spell. A neutral traveler makes this check when encountering the animal or land and once every hour of exposure.

Zen Direction (Chaotic) Chaotic travelers have grown so used to wandering with little guidance that they can feel the pull of luck and destiny itself. Once a week a chaotic traveler can surrender herself to the winds of fate and move towards the 'right' place. The right place may not be the safest place or even the place the traveler wants to be, but it is what destiny considers the best place for the traveler to be. When surrendering herself to fate the traveler's direction of general movement is chosen by the DM to lead wherever he chooses. Zen direction takes terrain into consideration and is not always a straight line (Zen direction will not guide the players off a steep cliff face, but find a pass downward instead). A chaotic traveler may surrender herself to fate for 3 hours per traveler level in one use, but moving in any direction other then what destiny tells breaks the effect. While using Zen Direction a chaotic traveler gets a +1 luck bonus to any skill check to follow the path or remove obstacles. At level 9 the luck bonus improves to +2 as well as granting all companions +1 in a similar way. In addition a chaotic traveler may use Zen Direction 3 times a week instead of once.

Iron Stomach: The traveler must make due with what she has, even if it’s not particularly pleasant. The traveler can consume spoiled food stock, however, she can only go half the time without food. The Traveler is also immune to nauseating effects and gains a +5 to fortitude saves against disease and poison.

Environmental Survival: A traveler is well conditioned for any weather that may come her way. A traveler gains +4 competence on any save to resist or avoid the effects of weather or terrain. This includes damage from extreme heat or cold, cave ins, landslides, avalanches, forest fires, quicksand, sandstorms, storms and survival checks against getting lost and foraging for food.. At 11th level this bonus increases to +8 and grants all other party members +2. At level 16 this bonus is +12 and +6 for party members.

Good Samaritan: A good traveler knows that helping others on the road is good for karma. When making heal checks on herself and others, a traveler gains a +2 bonus as well as the ability to cast Cure Moderate Wounds as the spell (caster level 3rd) once per day as a supernatural power. This upgrades to a +4 bonus at level 11 with Cure Critical Wounds (CL 7th), replacing Cure Moderate Wounds and a +6 bonus at level 16 with the addition of being able to cast Cure Moderate Wounds Mass (CL 11th) instead of Cure Critical Wounds (now CL 11th) as a supernatural power. The heal bonus also applies to stabilizing herself if she drops below 0 hit points.

Seen it All: The traveler is well versed in the world and has, in many respects, seen just about everything. Therefore, it’s very difficult to shake a traveler. The traveler gains immunity to all shaking effects as well as a downgrade of fear effects from fear to shaking. In addition, the traveler gains a +4 to will saves against all charm effects and a +4 against Bluff, Intimidate, and Sense Motive checks.

Really Seen it All: A traveler’s experience knows no bounds. She is now immune to fear and charm effects with a +8 against Bluff and Intimidate checks.

Epic Traveler[edit]

Table: The Epic Traveler

Hit Die: d8

Level Special
21st Environmental Survivor +16
22nd Difficult Target +8, Terrain Defense +4
23rd Ambush Sense +21
24th Light Sleeper +21
26th Environmental Survivor +20
27th Difficult Target +10
28th Terrain Defense +5, Ambush Sense +27
29th Light Sleeper +27
30th Bonus Feat

6 + Int modifier skill points per level.

Half Elf Traveler Starting Package[edit]

Weapons: Crossbow, light, 100 bolts.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Climb 4 Str 0
Jump 4 Str 0
Knowledge(geography) 4 Int "—"
Knowledge(nature) 4 Int "—"
Survival 4 Wis "—"
Ride 4 Dex 0

Feat: Alertness.

Gear: none.

Gold: 55 gp.

Campaign Information[edit]

Travelers in the World[edit]

A place not even a traveler will go? The moon maybe... but that's a pretty cautious maybe.
—Gaston, Halfling bartender

Travelers live on the road and anywhere that people haven't gone. Often employed as explorers, scouts, guides, or messengers.

Daily Life: Travelers live their lives from destination to destination only thinking about what is around them and what is next. A traveler will often spend a healthy amount of time each morning and night making sure her camp and equipment is set up just right in preparation for the long hours of walking, climbing, swimming, riding, and general exploring that usually takes up most of their day.

Organizations: Few official standards are set on travelers and their meetings fit similar standards. Still, the mobile nature of travelers mean they run into each other often enough on the road. General courtesy states that when two travelers meet during travel that they share a meal and a few hours of conversation together, or perhaps the night, before parting again. In addition, it is considered very very bad form to not help a fellow traveler in need lest you be met with a similar situation. This often leads to a long and complicated net of acquaintances meaning that almost any two travelers could be connected by a string of fellow travelers who know each other.

Official organizations for travelers are rare at best. A few 'Explorer Guilds' exist, but they are often filled with bureaucrats who tend to stifle travelers and which mostly employ a few unexperienced travelers who usually go off on their own before to long. A few legends tell of a nomadic tribe made completely of travelers of all races who accept anyone with the wanderlust and explore anything; but little actual evidence exists.

NPC Reactions: NPCs often view travelers as skilled in their way, but ultimately a little futile. City dwellers are especially apt to see travelers as incapable of real work or focus, thinking a traveler will more likely run away then accept responsibility.

Traveler Lore[edit]

Characters with ranks in Knowledge (geography, history, or local) can research travelers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (geography, history, or local)
DC Result
5 Travelers are people who are good at moving around. What is there to know?
10 Travelers know how to protect themselves and others from the dangers of travel.
15 What more is there to know?
20 I hear that some travelers can shoot lazers from their eyes. Nah, I'm kidding.
30 Information on a specific Traveler

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