Wanderer

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The Wanderer is a character class similar to the Bard. However, where the bard is a wandering minstrel making a living through his wits and music, the wanderer journies for the journey's sake. Wanderers usually keep themselves alive by hunting for themselves. As a whole, they are determined to survive. The wanderer class differs from the ranger class in that the ranger usually guards a specific area or has a specific prey in mind, while the wanderer journeys the lands and frequently only hunts for food.

Abilities: Your prime ability score is wisdom: your Wanderer's Knack, Survivalist, and spellcasting abilities all depend on it. Dexterity is probably also a good choice, since it will improve your trap-setting and archery abilities. Finally, a high Consititution is a plus, since it will offset your low hit die.

Races: Wanderers come in all shapes and sizes, though humans, halflings, and half-elves are most common. Least common are dwarves, who rarely leave their homes for the purpose of leaving.

Alignment: Wanderers can be any alignment. Those who are lawful follow a personal code of conduct rather than society's.

Hit Die: d6

Starting Gold: 4d4x10 gp.

Starting Age: As bard (PH 109).

Contents

Class Features

Weapon and Armor Proficiency: Wanderers are proficient with all simple weapons, as well as the kukri, short sword, greatbow (composite and standard), longbow (composite and standard), and shortbow (composite and standard). Wanderers are also proficient with light armor.

Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Gather Information, Heal, Knowledge (All), Listen, Profession, Ride, Spot, Survival, Use Magic Device

Spells: You cast arcane spells, wich are drawn from the wanderer spell list. You can cast any spell you know without preparing it ahead of time.

To learn or cast a spell, you must have a Wisdom score equal to 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given in the table at the end of this page. In addition, you receive bonus spells per day if you have a high Wisdom score.

Jack of All Trades: A wanderer picks up a lot of skills during his journies. These "Jacks of All Trades" can attempt to perform tasks using their gleaned knowledge that usually only trained professionals can perform.

You are considered to have a number of ranks in any skill you have no ranks in (including cross-class skills) equal to your Jack of All Trades modifier. These ranks are only applicable when attempting to emulate a skill you do not have (that is, you can't use these ranks to be eligible for a prestige class, feat, or the like). These ranks are overridden by a bonus to that skill of any type (but not by ability modifiers).

At first level, your Jack of All Trades modifier is +1. At fifth level and every five levels thereafter (tenth, fifteenth, and twentieth), your modifier increases by 1.

However, since you don't have actual ranks in the skill being used, the DC of the check increases by five minus your Jack of All Trades modifier.

Wanderer's Lore: A wanderer also picks up a lot of stray knowledge while wandering the land. Whenever presented with a Knowledge check of any type, you may substitute your class level instead of your ranks in the skill (your option). You may not take ten or twenty on this check: this type of gleaned knowledge is very hit-or-miss.

Wanderer's Knack: Most wanderers make their living as tinkers or handimen. As such, wanderers can add their Wisdom modifier to any use of the Craft skill, as long as they already have ranks in that particular craft. Ranks provided by Jack of All Trades do not count for Wanderer's Knack.

Track: At 2nd level, a wanderer acquires the Track feat as a bonus feat.

Endurance: At 3rd level, a wanderer acquires the Endurance feat as a bonus feat.

Bonus Archery Feat: At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th), the wanderer may choose a bonus feat from the following list: Weapon Focus (Greatbow), Weapon Focus (Longbow), Weapon Focus (Shortbow), Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Manyshot, Greater Manyshot, Zen Archery, Shot on the Run, or Mounted Archery. You must still qualify as normal for all feats.

Expanded Knowledge: At 4th level and every five levels thereafter (9th, 14th, and 19th), you may learn a spell of any level you can currently cast. This spell must come from the sorceror/wizard spell list, and must be from the Conjuration, Transmutation, or Evocation schools of magic.

Bonus Class Skill: At 7th level, 11th level and 17th level, a wanderer may choose a cross class skill and make it a class skill.

Survivalist: Starting at 7th level, a wanderer may add his class level to Survival checks made in natural environments and to Craft (Trapmaking) checks.

Playing A Wanderer

As a wanderer, you are driven to survive against all odds, using only your magic and your wide variety of skills. You have been everywhere, tried everything, and remembed quite a bit of it. When it comes to combat, you stay in the back and use your bow, or use your magical aptitudes to assist your allies.

Religion

Most wanderers, as is fitting, follow Fharlanghn, if they follow a deity at all. More than any other class, wanderers are more apt to be atheistic or agnostic. Some even acknowledge the existence of the gods but choose to not ask for their aid, instead relying on their own powers.

Other Classes

Out of all the other classes, you get along with rangers, rogues, and bards the best. Sorcerers trade magic stories with you, while wizards probably look at you with disdain. Fighters, paladins, and barbarians see you as weak in combat, but useful, since you can do things they can't.

Combat

When it comes to combat, your best bet is to stay in the back and use a bow. Your limited access to combat-worthy spells makes your magical abilities more useful after combat than during, though with Expanded Knowledge you might pick up a spell or two of some use in combat.

Wanderer Progression

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st +0 +2 +0 +2 Jack of All Trades +1, Wanderer's Lore, Wanderer's Knack 3/2
2nd +1 +3 +0 +3 Track 4/3
3rd +2 +3 +1 +3 Endurance 5/4
4th +3 +4 +1 +4 Bonus Archery Feat, Expanded Knowledge 6/5
5th +3 +4 +1 +4 Jack of All Trades +2 6/5/2
6th +4 +5 +2 +5 - 6/6/3
7th +5 +5 +2 +5 Survivalist, Bonus Class Skill 6/6/5
8th +6/+1 +6 +2 +6 Bonus Archery Feat 6/6/6
9th +6/+1 +6 +3 +6 Expanded Knowledge 6/6/6/2
10th +7/+2 +7 +3 +7 Jack of All Trades +3 6/6/6/3
11th +8/+3 +7 +3 +7 Bonus Class Skill 6/6/6/5
12th +9/+4 +8 +4 +8 Bonus Archery Feat 6/6/6/6
13th +9/+4 +8 +4 +8 - 6/6/6/6/2
14th +10/+5 +9 +4 +9 Expanded Knowledge 6/6/6/6/3
15th +11/+6/+1 +9 +5 +9 Jack of All Trades +4 6/6/6/6/5
16th +12/+7/+2 +10 +5 +10 Bonus Archery Feat 6/6/6/6/6
17th +12/+7/+2 +10 +5 +10 Bonus Class Skill 6/6/6/6/6/2
18th +13/+8/+3 +11 +6 +11 - 6/6/6/6/6/3
19th +14/+9/+4 +11 +6 +11 Expanded Knowledge 6/6/6/6/6/5/2
20th +15/+10/+5 +12 +6 +12 Jack of All Trades +5, Bonus Archery Feat 6/6/6/6/6/6/3

Spells Known

Does not include Expanded Knowledge

Level 0th 1st 2nd 3rd 4th 5th 6th
1 3 2 - - - - -
2 3 2 - - - - -
3 4 3 - - - - -
4 4 3 1 - - - -
5 4 4 1 - - - -
6 5 4 2 - - - -
7 5 4 2 - - - -
8 5 5 3 - - - -
9 6 5 3 1 - - -
10 6 5 4 1 - - -
11 6 6 4 2 - - -
12 6 6 5 2 - - -
13 6 6 5 3 1 - -
14 6 7 6 3 1 - -
15 6 7 6 4 1 - -
16 6 7 7 4 2 - -
17 6 8 7 5 2 1 -
18 6 8 7 5 3 1 -
19 6 8 8 6 3 2 1
20 6 9 8 7 4 3 2


Spell List

L0

Arcane Mark
Create Water
Know Direction
Mending
Purify Food and Drink
Read Magic

L1

Alarm
Comprehend Languages
Disguise Self
Endure Elements
Goodberry
Longstrider
Magic Stone
Mount
Pass Without Trace
Rouse
Tenser's Floating Disc

L2

Arcane Lock
Delay Poison
Identify
Knock
Lesser Restoration
Make Whole
Produce Flame
Rope Trick
Snare
Whispering Wind

L3

Create Food and Water
Leomund's Tiny Hut
Fly
Phantom Steed
Shrink Item
Tongues
Water Breathing
Water Walk

L4

Leomund's Secret Chest
Leomund's Secure Shelter
Mass Longstrider
Minor Creation
Mordenkainen's Faithful Hound
Neutralize Poison
Restoration
Sending

L5

Commune with Nature
Legend Lore
Major Creation
Overland Flight
Renewed Vigor
Seeming
Tree Stride

L6

Find The Path
Heroes' Feast
Mordenkainen's Magnificent Mansion
Shadow Walk
Stone Tell

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