Post by king of hyrule on Aug 29, 2005 21:31:36 GMT -5
Drifter
Throughout Hyrule, there are those who drift on the winds of time. They roam from land to land, seeking their fortune or their dreams with their skill or luck. These drifters do not rely on the skill of their sword arms the way warriors and wilderfolk do, nor do they use the magic of the Tri-Force the way wizzrobes do. Instead, drifters rely on luck and skill to win them through tough situations. They are survivalists at heart, relying more on quick wits, nimble reflexes, and sharp senses than brawn or magical
prowess.
Adventures: Drifters cannot help themselves; they seem forever doomed to end up in the midst of a wild
and unpredictable adventure. Drifters seek adventures
for a number of reasons. For some, the monetary allure
of discovering a trove of rupees in a forgotten Gerudo temple is ample motivation to set out on an adventure. For
others, the allure of solving ancient and cryptic mysteries draws them from their homes. Yet for many drifters, the simple chance to brave the lands of Hyrule in search of adventure is enough to set many drifters on the road they travel.
Characteristics: Drifters are a strong addition to any party. When it comes to finding traps, disarming (or dodging them), and using skills to get through a tough encounter or area, drifters truly shine. They are not especially strong
combatants, though their ability to sneak attack makes them more than feared when fighting in an organized unit. For scouting, exploration, and stealth, a drifter cannot be beat.
Focus: Drifters tend to favor the focus of shadow. Personal ambition and gain motivate many drifters who wander through Hyrule and lands beyond. They are not especially lawful, and some drifters are especially unlawful to fulfill
their goals. Some drifters follow the light or dark focuses. However, these are rare, and they tend to be extremely zealous in the pursuit of their beliefs and goals.
Background: Drifters come from many backgrounds. Some are rich nobles, wandering in disguise to leave behind the burdens of their ancestry. Others are street urchins, scraping a meager existence in cities and hamlets. Most
drifters tend to fall between the two. A great many drifters are simply folk who come to rely upon the luck of the draw and their skill at getting out of a situation before it crashes around them.
Races: Gerudos are almost exclusively drifters. Their culture
praises and exalts the deceptive and skilful nature of the drifter, and the Gerudo as a whole are fond of practicing the fine art of stealth. Tokay tend to be mainly drifters, finding the demands of other vocations unsuited to
their particular talents. Dekus have quite a few drifters
amongst them as well. Often, the structures of deku
society and the firstcome-first-serve creed of most deku
cultures force some dekus into lives of thievery or
wandering. Almost all races have members who become
drifters, though Gorons seem to have the fewest. Their easygoing nature and open social structure provides
plenty of room for its folk, thus few Gorons feel the need to pursue the talents of drifters.
Other Classes: Drifters get along great with wilderfolk. Both classes rely on their skill and mobility to get them through a tough situation, though wilderfolk use more brawn than drifters do. Drifters compliment warriors and wizzrobes well, often backing up a warrior’s muscle with
stealth and skill and providing a stealthy defense for wizzrobes. Performers and drifters get along, but there is a sense of competition between the two. Artisans and Academics, with their vast knowledge of skills and lore, compliment a drifter’s skills nicely. Nobles, however, are the
bane of drifters. The two are often at odds over everything, and their respective views seem to constantly contrast. Drifters have been known to make excellent leaders of parties, though often they serve as the scout or spy where their skills
at stealth become most valuable.
Game Rule Information
Abilities: The drifter’s top ability is usually Dexterity, since this allows him to react to situations quicker, and avoid danger. A high Intelligence will bring more skill points to put into skills that can save him when in a tight spot, or
to outsmart the danger they often gets into.
Hit Die: d6
Starting Rupees: 5d4 x 10
Class Skills
The drifter’s class skills (and the key abilities for
each) are Appraise (Int), Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft
(Int), Decipher Script (Int), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex),
Intimidate (Cha), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Wis), Read Lips (Int), Ride (Dex),
Sleight of Hand (Dex), Search (Int), Sense
Motive (Wis), Spot (Wis), Tumble (Dex), Use
Magic Device (Cha), Use Rope (Dex).
Skill Points at First level: (6 + Int mod) x 4
Skill Points at Each Additional Level: 6 + Int
mod.
Class Features
Weapon and Armor Proficiency: A drifter’s
weapon training focuses on weapons suitable for
stealth and sneak attacks. Thus, drifters are
proficient with all simple weapons and light
armor.
Drifter’s Luck: The drifter is a creature of
whims, and often, pure luck. Starting at 1st level,
the drifter may spend any number of magic
points to add as a luck bonus to any single roll he
makes. This ability may be used once per day
and once again for every five levels thereafter.
Sneak Attack: The drifter survives on stealth
and cunning, not brute force. In combat, a
drifter’s greatest chance of survival lies in
pinpointing an enemy’s weakness and exploiting
it. Any time a drifter’s target would be denied his
Dexterity bonus to Defense (whether or not the
target actually has a Dexterity bonus to
Defense), or when the drifter flanks the target,
the drifter’s attack deals an additional 1d6 points
of damage. Every four levels afterwards, the
rogue deals an additional +1d6 points of damage
with his sneak attacks. This damage is not
multiplied on a successful critical hit. Ranged
attacks may count as sneak attacks as long as
the target is within 30 feet. With an unarmed
attack (or a weapon meant to deal subdual
damage or knock opponents unconscious), the
drifter may attempt a sneak attack that deals
subdual damage rather than lethal damage.
However, the drifter cannot use a weapon that
deals subdual damage to deal lethal damage in a
sneak attack, even with the standard –4 penalty.
In order to use the sneak attack, the drifter must
be attacking something with a discernible
anatomy. The drifter must be able to find and
pinpoint a vital biological weakness and strike at
it. Therefore, if a creature’s vitals are out of
range for a drifter’s sneak attack, the drifter
cannot sneak attack. Undead, plants, oozes,
constructs, and incorporeal creatures are
immune to sneak attacks.
Price Fixing: The drifter survives not only on
luck, but also on his ability to acquire what is
needed affordably and often secretively. The
drifter may use the Price Fixing ability. When the
drifter is attempting to purchase something, and
the price has been set, the drifter may attempt
to lower the price by bartering and haggling. The
drifter receives a +2 competency bonus to any
rolls needed to complete the transaction, and if
successful, may acquire the merchandise for up
to ¾ of the original starting sale price. For every
five levels, the bonus increases by +1 and
the drifter may take another ¼ off the
price (to a minimum of ¼ of the
original price).
Uncanny Dodge: A drifter’s life is full of danger and surprise. The drifter’s senses are honed to perfection, granting an almost extraordinary sensitivity to danger
beforehand. Starting at 3rd level, the drifter retains his Dexterity bonus to Defense even when caught flatfooted
or struck by invisible attackers. Improved Uncanny Dodge: At 7th level, the drifter is never considered flanked, and retains his Dexterity bonus to Defense. This negates
the ability of another drifter (or class with sneak attack
capabilities) of using a flanking to sneak attack the
drifter, unless they are at least four levels higher than the drifter is.
Last Resort: Danger is part and parcel of the drifter’s life. Starting at 12th level, a drifter gains the ability to improve his chances of surviving nearly any attack. A drifter may add his class Defense bonus to any single saving throw
once per day. The drifter must declare this the round before the bonus takes place. The bonus lasts for a number of rounds equal to the drifter’s Charisma bonus, or
until the drifter is forced to make a saving throw of the type the bonus was applied to. At every second level above 12th, the drifter may use this ability an additional time per day.
Throughout Hyrule, there are those who drift on the winds of time. They roam from land to land, seeking their fortune or their dreams with their skill or luck. These drifters do not rely on the skill of their sword arms the way warriors and wilderfolk do, nor do they use the magic of the Tri-Force the way wizzrobes do. Instead, drifters rely on luck and skill to win them through tough situations. They are survivalists at heart, relying more on quick wits, nimble reflexes, and sharp senses than brawn or magical
prowess.
Adventures: Drifters cannot help themselves; they seem forever doomed to end up in the midst of a wild
and unpredictable adventure. Drifters seek adventures
for a number of reasons. For some, the monetary allure
of discovering a trove of rupees in a forgotten Gerudo temple is ample motivation to set out on an adventure. For
others, the allure of solving ancient and cryptic mysteries draws them from their homes. Yet for many drifters, the simple chance to brave the lands of Hyrule in search of adventure is enough to set many drifters on the road they travel.
Characteristics: Drifters are a strong addition to any party. When it comes to finding traps, disarming (or dodging them), and using skills to get through a tough encounter or area, drifters truly shine. They are not especially strong
combatants, though their ability to sneak attack makes them more than feared when fighting in an organized unit. For scouting, exploration, and stealth, a drifter cannot be beat.
Focus: Drifters tend to favor the focus of shadow. Personal ambition and gain motivate many drifters who wander through Hyrule and lands beyond. They are not especially lawful, and some drifters are especially unlawful to fulfill
their goals. Some drifters follow the light or dark focuses. However, these are rare, and they tend to be extremely zealous in the pursuit of their beliefs and goals.
Background: Drifters come from many backgrounds. Some are rich nobles, wandering in disguise to leave behind the burdens of their ancestry. Others are street urchins, scraping a meager existence in cities and hamlets. Most
drifters tend to fall between the two. A great many drifters are simply folk who come to rely upon the luck of the draw and their skill at getting out of a situation before it crashes around them.
Races: Gerudos are almost exclusively drifters. Their culture
praises and exalts the deceptive and skilful nature of the drifter, and the Gerudo as a whole are fond of practicing the fine art of stealth. Tokay tend to be mainly drifters, finding the demands of other vocations unsuited to
their particular talents. Dekus have quite a few drifters
amongst them as well. Often, the structures of deku
society and the firstcome-first-serve creed of most deku
cultures force some dekus into lives of thievery or
wandering. Almost all races have members who become
drifters, though Gorons seem to have the fewest. Their easygoing nature and open social structure provides
plenty of room for its folk, thus few Gorons feel the need to pursue the talents of drifters.
Other Classes: Drifters get along great with wilderfolk. Both classes rely on their skill and mobility to get them through a tough situation, though wilderfolk use more brawn than drifters do. Drifters compliment warriors and wizzrobes well, often backing up a warrior’s muscle with
stealth and skill and providing a stealthy defense for wizzrobes. Performers and drifters get along, but there is a sense of competition between the two. Artisans and Academics, with their vast knowledge of skills and lore, compliment a drifter’s skills nicely. Nobles, however, are the
bane of drifters. The two are often at odds over everything, and their respective views seem to constantly contrast. Drifters have been known to make excellent leaders of parties, though often they serve as the scout or spy where their skills
at stealth become most valuable.
Game Rule Information
Abilities: The drifter’s top ability is usually Dexterity, since this allows him to react to situations quicker, and avoid danger. A high Intelligence will bring more skill points to put into skills that can save him when in a tight spot, or
to outsmart the danger they often gets into.
Hit Die: d6
Starting Rupees: 5d4 x 10
Class Skills
The drifter’s class skills (and the key abilities for
each) are Appraise (Int), Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft
(Int), Decipher Script (Int), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex),
Intimidate (Cha), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Wis), Read Lips (Int), Ride (Dex),
Sleight of Hand (Dex), Search (Int), Sense
Motive (Wis), Spot (Wis), Tumble (Dex), Use
Magic Device (Cha), Use Rope (Dex).
Skill Points at First level: (6 + Int mod) x 4
Skill Points at Each Additional Level: 6 + Int
mod.
Class Features
Weapon and Armor Proficiency: A drifter’s
weapon training focuses on weapons suitable for
stealth and sneak attacks. Thus, drifters are
proficient with all simple weapons and light
armor.
Drifter’s Luck: The drifter is a creature of
whims, and often, pure luck. Starting at 1st level,
the drifter may spend any number of magic
points to add as a luck bonus to any single roll he
makes. This ability may be used once per day
and once again for every five levels thereafter.
Sneak Attack: The drifter survives on stealth
and cunning, not brute force. In combat, a
drifter’s greatest chance of survival lies in
pinpointing an enemy’s weakness and exploiting
it. Any time a drifter’s target would be denied his
Dexterity bonus to Defense (whether or not the
target actually has a Dexterity bonus to
Defense), or when the drifter flanks the target,
the drifter’s attack deals an additional 1d6 points
of damage. Every four levels afterwards, the
rogue deals an additional +1d6 points of damage
with his sneak attacks. This damage is not
multiplied on a successful critical hit. Ranged
attacks may count as sneak attacks as long as
the target is within 30 feet. With an unarmed
attack (or a weapon meant to deal subdual
damage or knock opponents unconscious), the
drifter may attempt a sneak attack that deals
subdual damage rather than lethal damage.
However, the drifter cannot use a weapon that
deals subdual damage to deal lethal damage in a
sneak attack, even with the standard –4 penalty.
In order to use the sneak attack, the drifter must
be attacking something with a discernible
anatomy. The drifter must be able to find and
pinpoint a vital biological weakness and strike at
it. Therefore, if a creature’s vitals are out of
range for a drifter’s sneak attack, the drifter
cannot sneak attack. Undead, plants, oozes,
constructs, and incorporeal creatures are
immune to sneak attacks.
Price Fixing: The drifter survives not only on
luck, but also on his ability to acquire what is
needed affordably and often secretively. The
drifter may use the Price Fixing ability. When the
drifter is attempting to purchase something, and
the price has been set, the drifter may attempt
to lower the price by bartering and haggling. The
drifter receives a +2 competency bonus to any
rolls needed to complete the transaction, and if
successful, may acquire the merchandise for up
to ¾ of the original starting sale price. For every
five levels, the bonus increases by +1 and
the drifter may take another ¼ off the
price (to a minimum of ¼ of the
original price).
Uncanny Dodge: A drifter’s life is full of danger and surprise. The drifter’s senses are honed to perfection, granting an almost extraordinary sensitivity to danger
beforehand. Starting at 3rd level, the drifter retains his Dexterity bonus to Defense even when caught flatfooted
or struck by invisible attackers. Improved Uncanny Dodge: At 7th level, the drifter is never considered flanked, and retains his Dexterity bonus to Defense. This negates
the ability of another drifter (or class with sneak attack
capabilities) of using a flanking to sneak attack the
drifter, unless they are at least four levels higher than the drifter is.
Last Resort: Danger is part and parcel of the drifter’s life. Starting at 12th level, a drifter gains the ability to improve his chances of surviving nearly any attack. A drifter may add his class Defense bonus to any single saving throw
once per day. The drifter must declare this the round before the bonus takes place. The bonus lasts for a number of rounds equal to the drifter’s Charisma bonus, or
until the drifter is forced to make a saving throw of the type the bonus was applied to. At every second level above 12th, the drifter may use this ability an additional time per day.