RAMBLER "Slow are the days
Long are the ways
Take your time, keep the faith
They all go to the same place... " Their devotion to Chaos has left Ramblers restless, and their temple is the open road. They never stay in one place for long, especially since many people see them as bad news. Probably because they are bad news.
BECOMING A RAMBLER A Chaos Monk devoted to being a travelin' man should do..
ENTRY REQUIREMENTS Alignment: Any Chaotic
Feats: Run, Improved Unarmed Strike
Skills: Knowledge (Geography), Knowledge (Religion), Survival, Tumble
Base Fortitude Save: +5
Special: Prospective student must travel a month with no money, and nothing but his wits to guide him.
Class Skills The Rambler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Arcana, Geography, The Planes, Religion)(Int), Listen (Wis), Spot (Wis), Survival (Str), and Tumble (Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +2 +2 +0 Walk Unseen 40 ft., Wisdom
2. +1 +3 +3 +0 Evasion
3. +2 +3 +3 +1 Walk Unseen 50 ft., Bonus Feat
4. +3 +4 +4 +1 Climb, Resistance 3
5. +3 +4 +4 +1 Walk Unseen 60 ft., Empty Stride
6. +4 +5 +5 +2 Dimensional Charge, Improved Evasion
7. +5 +5 +5 +2 Walk Unseen 70 ft., Bonus Feat
8. +6 +6 +6 +2 Resistance 5, Swim
9. +6 +6 +6 +3 Walk Unseen 80 ft., Improved Empty Stride
10.+7 +7 +7 +3 Disciple
Weapon Proficiencies: A Rambler gains proficiency with one Exotic Weapon.
Walk Unseen (Su): Beginning at 1st Level you may cast Dimension Door 3/day as a Supernatural Ability. Unlike normal the range is limited to 40 ft, and it is a Movement Action to use. At Levels 3, 5, 7, and 9 you maximum distance increases by +10 ft., and you get one extra use per day.
Wisdom (Ex): A Rambler adds her Wisdom modifier on Balance, Climb, and Jump checks. In addition, the Rambler can always take 10 on a Balance, Climb, or Jump check, even if circumstances would normally prevent her from doing so.
Evasion (Ex): Identical to the Rogue ability listed on page 50 of the PHB.
Bonus Feat: At 3rd and 7th Levels the Rambler gains a Bonus Feat which he qualifies for.
Climb (Ex): At 4th Level the Rambler gains a Climb speed equal to their Land speed.
Resistance (Ex): At 4th Level the Rambler gains Energy Resistance 3 to both Cold and Fire. This increases to Energy Resistance 5 at 8th Level.
Empty Stride (Su): At 5th level, a Rambler's stride is nearly weightless. She gains a +4 bonus on all Balance checks. More impressively, she can walk on the surface of any material into which she would normally sink, such as powdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Concentration check. Normally, the Concentration check for this activity is a standard action, so a Rambler may make one move action per round while using her empty stride ability. If she makes a DC 30 Concentration check, she may concentrate on her Empty Stride ability as a move action instead, allowing her to use it and still take one standard action in a round. She does not trigger traps that use pressure plates while using empty stride, nor is her speed impacted by difficult terrain.
At 9th Level you no longer need to make Concentration Checks to use this ability.
Dimensional Charge (Su): At 6th Level as a Full Round Action the Rambler may make a Charge Attack using her Walk Unseen ability. She must still move at least 10 ft., but does not gain the usual penalty to her AC. She does not need to move in a straight line, and as long as her opponent does not have total concealment she does not need line of sight either.
Improved Evasion (Ex): Identical to the Rogue ability listed on page 51 of the PHB.
Swim (Ex): At 8th Level you gain a Swim speed equal to your land speed.
Disciple (Ex): At 20th level the Rambler permanently leaves behind his humanity (or whatever the equivalent for his race is). He becomes an Outsider with the Native and Chaotic Subtypes. Additionally the Ramblers Energy Resistance to Fire and Cold increases to 15 each.
PLAYING A RAMBLER You are an individual. A non-conformist. A man's man or a woman's woman. In short, you're a creepy drifter who gets into trouble because you often lack common sense.
Combat: You don't enjoy fights quite so much as the other Chaos Monks, but some of you do have a temper. Said temper is prolly one of the reasons you ramble.
Advancement: Ramblers are highly individualistic, and no two are rarely the same. Plus given their traveling nature each needs to adapt to his or her own specific circumstances.
Resources: Ramblers usually only have whatever resources they can scrounge up on their own, unless they've made some interesting friends.
RAMBLERS IN THE WORLD "Son, how would you like to fight a train-hopper for some money?" Ramblers are an odd bunch. They tend to wander at random, doing what they believe is right when the opportunity presents itself. Sometimes the right thing is opposing a local warlord. Sometimes it's setting chickens free from their evil farming masters. Sometimes it's destroying lawns in the name of an imaginary Gawd. You're always remembered wherever you go.
Daily Life: Your days are spent doing the important things in life, like stealing food, and maybe some wine. And fleeing from the authorities. Can't forget them damn meddlesome authorities.
Notables:
Organizations: Ramblers tend to recognize their own, and will willingly lend a hand if they can, but they don't stay in any one place long enough to form ties.
NPC Reaction NPC's tend to be naturally suspicious of you. Cause, lets face it, you're a hobo. Prolly a crazed, arsonist murderhobo for all they know.
RAMBLERS IN THE GAME This is probably not meant for campaigns heavily restricted to one place as the Rambler will feel the need to move on before the job is done.
Adaptation: This really doesn't need much adaptation. Most PC's are creepy, arsonist murderhobo's anyway.
Encounters: Ramblers can be found just about anywhere. Especially where they're not wanted.
Sample Encounter EL 12: The PC's are hiding out in a homeless shelter when a man in along, dark coat and a wide brimmed hat enters and says "Which one of you likes to see people get fucked for free?" The place immediately clears out except for him and the PC's, who suddenly think they could have found a better hiding place.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC RAMBLER Hit Die: d8
Skills Points at Each Level : 4 + int
Walk Unseen The distance of your Walk Unseen ability increases by +10 ft. at Level 21 and every three Levels thereafter
Bonus Feats: The Epic Rambler gains a Bonus Feat every 3 levels higher than 20th