Reforged Pilgrim
Reforged class — see Classes for the full list.
| Prime Requisite: | CON |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
From isolated enclaves, reforged pilgrims are sent forth to learn of the outside world and discover new lands. They bring back knowledge to guide the evolution of their people. The most successful are able to create their own enclaves, attracting the next generation of reforged to newly secured lands.
Reforged Pilgrim Level Progression
| Experience | Title | Level | HitDice | Damage Bonus |
|---|---|---|---|---|
| 0 | Reforged Scout | 1 | 1d6 | +1 |
| 2,125 | Reforged Outrider | 2 | 2d6 | +1 |
| 4,250 | Reforged Forester | 3 | 3d6 | +2 |
| 8,500 | Reforged Explorer | 4 | 4d6 | +2 |
| 17,000 | Reforged Guide | 5 | 5d6 | +2 |
| 34,000 | Reforged Tracker | 6 | 6d6 | +3 |
| 70,000 | Reforged Pathfinder | 7 | 7d6 | +3 |
| 140,000 | Reforged Ranger | 8 | 8d6 | +3 |
| 310,000 | Reforged Warden | 9 | 9d6 | +4 |
| 480,000 | Reforged Warden, 10th Level | 10 | 9d6 + 2* | +4 |
| 650,000 | Reforged Warden, 11th Level | 11 | 9d6 + 4* | +4 |
| 820,000 | Reforged Warden, 12th Level | 12 | 9d6 + 6* | +5 |
| 990,000 | Reforged Warden, 13th Level | 13 | 9d6 + 8* | +5 |
Pilgrim Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ | +0 |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ | +1 |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ | +2 |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ | +3 |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ | +4 |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ | +5 |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ | +6 |
| 11-12 | 6+ | 7+ | 8+ | 9+ | 10+ | +7 |
| 13 | 5+ | 6+ | 7+ | 8+ | 9+ | +8 |
Combat Characteristics
Combat Proficiencies: Pilgrims have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with medium, light, and very light armor, and fighting style proficiency with dual weapon, two-handed weapon, and weapon and shield styles.
Combat Progression: Pilgrims advance in attack and saving throws as fighters. They increase their base damage from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe up to once per round per class level.
Starting Class Powers
At the start of play, pilgrims have the following class powers. Some of the pilgrim’s powers require him to be in familiar territory. At 1st level, a pilgrim is considered familiar with the settled territory of his starting region as well as unsettled territory within one 24-mile hex radius of settled territories. With each additional level of experience, the radius increases one 24-mile hex further from settled territory.
Evasion Algorithms: Regorged pilgrims are able to rapidly compute optimized danger-avoidance paths. When the pilgrim guides the party in familiar territory, the party gains a +5 bonus to proficiency throws to evade wilderness encounters. The pilgrim’s party can evade even when surprised provided the pilgrim is not surprised.
Expert Mobility: The reforged pilgrim is adept at moving unhindered. Provided the character is wearing medium armor or lighter and has an encumbrance of 7 stone or less, the character’s movement speed is increased by 30’ and they do not incur the disordered condition when charging or running. Regardless of armor or encumbrance, the character may take defensive movement without needing to declare it before rolling initiative. This is effectively the Running proficiency combined with the Skirmishing proficiency.
Instinctive Subroutines: The reforged pilgrim’s automatic reflexes are able to process and react to threats faster than conscious thought can be engaged. The character gains a +2 bonus to avoid surprise.
Pathfinding Module: A reforged pilgrim comes equipped with an automated pathfinding module. When the pilgrim guides a party in familiar territory, the party gains a +4 bonus on proficiency throws to avoid getting lost.
Foraging: The reforged pilgrim is an expert at identifying and gathering nutritious minerals, collecting firewood, and finding water and shelter. They can forage enough food to feed themselves automatically, even when on the move. If trying to forage to feed additional characters, or to find water, they must make a proficiency throw (as described in Wilderness Adventures) but gains a +4 bonus on the roll. This is effectively the Survival proficiency.
Surveying Apparatus: A reforged pilgrim can activate a built-in surveying apparatus to assess the land value of a hex and determine if it is worth settling. The character can also attempt to assess the total number of lairs in the hex based on the lay of the land, evidence of cultivation, and other factors. When moving at exploration speed in the wilderness, they habitually scan for dangers such as collapses, deadfalls, rockslides, or sinkholes. Anytime they encounter such a danger, the Judge secretly makes a Land Surveying proficiency throw on their behalf. On a throw of 14+, the character detects the danger. By spending one turn (10 minutes), the character can methodically survey an area of up to 10,000 square feet for such dangers, with 10+ succeeding. This is effectively the Land Surveying proficiency selected as a custom power.
Additional Class Powers
Enclave (9th): By constructing or acquiring an enclave worth at least 15,000gp, the pilgrim can attract reforged to his service. 3d6 x 10 1st level reforged mercenaries arrive to serve him as followers within 1d3 months of him acquiring the enclave. If the pilgrim has already acquired an enclave, the followers arrive to serve him within 1d3 months of him reaching 9th level. The pilgrim must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Additional rules for vaults are detailed in Campaigns.
Racial Traits
Maintenance: Unlike the warforged of old, a reforged must periodically ingest small amounts of stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged must enter a meditative state rather than sleeping and can keep watch while meditating without penalty. Reforged with spellcasting ability must still meditate for 8 hours each day in order to recover spells. They are immune to the slumbering condition.
Tireless: The reforged have stamina born from their machine-like nature. They need not rest 1 turn in 6, as most characters do, and may force-march one day plus a number of days equal to their CON bonus before accruing penalties.
Reforged Body: The unusual nature of a reforged body makes them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks unless they are specifically effective against constructs or the Forged.
Unarmed Fighting: The natural strength and toughness of the reforged grants them the ability to strike unarmed for 1d4 lethal damage without penalty, even against characters wearing metal armor.
Class Proficiencies
Proficiency Progression: At 1st level, pilgrims gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Reforged Pilgrim Proficiency List: Adamant Skin, Ambushing, Arm-Blades, Climbing, Craft, Combat Ferocity, Combat Trickery (disarm, knock down, overrun), Dungeonbashing Expertise, Eavesdropping, Engineering, Fighting Style Specialization, Linguistic Analyzer, Load-Balancing Algorithm, Mapping, Mithril Tracery, Mountaineering, Passing Without Trace, Pinpoint Beacon, Precise Shooting, Reactive Camouflage, Riding, Seafaring, Sniping, Survival, Swashbuckling, Weapon Finesse, Weapon Focus, Wide-Spectrum Senses
Pilgrim Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Wanderer | Reactive Camouflage Labor (construction) | Short bow, quiver with 20 arrows, old spear, hand axe, battered leather armor, backpack, tinderbox, 6 torches, waterskin, 2 weeks’ iron rations (enc. 7 st) |
| 5 – 6 | Cartographer | Linguistic Analyzer Mapping | Short bow, quiver with 20 arrows, spear, hand axe, leather armor, hooded cloak, wool tunic and pants, embossed belt, sturdy low boots, backpack, tattered cartographic journal, quill and ink, tinderbox, 12 torches, 2 weeks’ iron rations, 6gp (enc. 8 2/6 st) |
| 7 – 8 | Mariner | Swashbuckling Seafaring | Short bow, quiver with 20 arrows, scimitar, dagger, leather armor, mariner’s tunic and pants, fancy red sash, polished high boots, backpack, 50’ rope, grappling hook, tinderbox, 12 torches, wineskin, 2 weeks’ iron rations, 4gp (enc. 8 2/6 st) |
| 9 – 10 | Pathfinder | Precise Shooting Tracking | Sturdy long bow, quiver with 20 arrows, spear, short sword, dagger, scale armor, wind-battered fur cloak, wool tunic and pants, leather belt, low boots, backpack, lantern, tinderbox, 1 flask of common oil, blanket, 50’ rope, 12 iron spikes, small hammer, waterskin, 1 week’s iron rations (enc. 9 5/6 st) |
| 11 – 12 | Mountaineer | Climbing Mountaineering | Crossbow, case with 30 bolts, net, short sword, dagger, chainmail armor, hooded cloak, dark tunic and pants, low hiking boots, backpack, small sack, 4 stakes and mallet, 6 iron spikes, 50’ rope, 2 flasks of military oil, tinderbox, 6 torches, waterskin, 1 weeks’ iron rations, 12gp (enc. 10 st) |
| 13 – 14 | Scout | Passing Without Trace Survival | Composite bow, quiver with 20 arrows, 2 short swords, chain mail armor, grey-green traveler’s cloak, wool tunic and pants, leather belt, high boots, backpack, 50’ rope, grappling hook, tinderbox, 6 torches, 1 weeks’ iron rations, 11gp (enc. 9 1/6 st) |
| 15 – 16 | Monster Hunter | Adamant Skin Trapping | Shortbow, quiver with 20 arrows, spear, short sword, net, chain mail armor, hunter green cloak, tunic, and pants, leather belt, low boots, backpack, 2lb1 lb garlic, 2lb1 lb wolfsbane, 2 vials of holy water, 50’ rope, 6 torches, tinderbox, waterskin, 1 weeks’ iron rations, 19gp (enc. 10 st) |
| 17 – 18 | Outrider | Pinpoint Beacon Riding | Composite bow, quiver with 20 arrows, scimitar, scale armor, traveler’s tunic and pants, riding boots, light riding horse, riding saddle and tack, leather saddlebag, waterskin, 1 weeks’ iron rations (enc. 4 1/3 st with rations on horse) |
Notes: The mariner’s and outrider’s scimitar is a type of short sword.