The dwarves who spend their lives ranging out from their holds exploring the world below are known as wayfinders, here is a class for them!
Wayfinder
Requirements: Minimum CON 9, minimum WIS 9
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 8
Armour: Leather, chainmail, shields
Weapons: Any of appropriate size
Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold
Wayfinders are dwarves who roam the world below marking the way for their compatriots.
Awareness
While underground a wayfinder is only surprised on a 1-in-6.
Combat
Wayfinders rely on stealth so are unable to use plate armour. Their stature means they can only use small or normal sized weapons. They cannot use longbows or two-handed swords.
Detect Traps
Wayfinders have a 2-in-6 chance of detecting non magical traps when searching in the wilds of the underworld.
Foraging and Hunting
When below ground wayfinders have a 2-in-6 chance when foraging and a 5-in-6 chance of finding prey while hunting.
Infravision
Wayfinders have infravision to 90’
Limited Possessions
A wayfinder has the same possession limits as a Ranger.
Listening at Doors
Wayfinders have a 2-in-6 chance of hearing noises
Pursuit
When a party containing a wayfinder pursues a group underground there is a 10% lower chance of evasion.
Surprise Attack
When below ground a wayfinder has a 3-in-6 chance of sneaking up on a target, if successful the target is surprised.
Tracking
When below ground a wayfinder may track as a ranger of the same level.
After Reaching 8th Level
Upon reaching 8th level the wayfinder gains 2d12 followers who may be other wayfinders or other demihumans of the deep as the referee sees fit.
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