Fawriel
2012-09-11, 11:17 AM
The Wanderer
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above image source (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=26711866) - another alternate image (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=8913318) - yet another alternate image because I literally spent a whole day searching for good ones and I'm not even nearly out of them (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=26694224)
"Why am I risking my life to save your village? I guess I just don't see why I should not. I'm here now, and I'll be gone tomorrow. Whatever happens between now and then is only another step in the journey." - Odo, wandering sage
Fluff:
It is said that where there is a will, there is a way. This philosophy could not ring any more true to the wanderers, those strong-willed individuals who make their way where others do not dare to tread. From the towering rooftops of a magical city, to mountaintops ravaged by raging winds, to the darkest depths of the deepest seas, the wanderers see the dangers of the land as an invitation, persevering against impossible odds driven only by their desire for freedom and a love for the vast and mysterious world that nurtures them.
Adventures: As a general rule, wanderers go on adventures because they want to. They are far from detached and might certainly have a cause worth fighting for. But even with their sights set on a future destination, wanderers would never lose sight of the here and now. Even when they fight for monetary gain, the money to them is only a key with which to open otherwise closed doors. The journey itself is what they live for.
Characteristics: The wanderer is a very independent kind of character, boasting a versatility that allows him to act as well on his own as he does in a team. His most unique skill is his ability to develop various modes of movement, eventually allowing him to climb like a monkey, swim like a fish in the sea or even fly indefinitely. While not as varied in skills as a rogue, a wanderer can be a godsend to any group outside of combat for his ability to get around places. When a battle cannot be avoided, he does not have the damage potential of a dedicated fighter, but can hold his own against even dangerous foes thanks to an intuitive understanding of his opponent's behavior. The wanderer even learns to spontaneously cast a variety of spells. He cannot match a dedicated spellcaster in the number of spells he can cast or the power they unleash, but chances are that a quick-witted wanderer will often have just the right spell available to make the most out of a tricky situation.
Alignment: Being a wanderer is not as much a profession as it is a way of life. Being defined by the thirst for freedom and the breaking of boundaries, a chaotic disposition is almost a prerequisite. Neutrally inclined characters lack the necessary passion and lawful characters lack the necessary independence, and indeed, while any of these are still capable of walking the path of the wanderer, they cannot realize the full potential of the class and are practically unheard of. Apart from this caveat, wanderers are still as varied as such a rare brand of people can be. A good wanderer might be a freedom fighter, a mild-mannered layabout or a passionate artist, while an evil wanderer might be an anarchistic terrorist who defies all law out of principle, or just someone whose idea of freedom takes the form of mindless decadence at the cost of others.
Background: Wanderers come from all walks of life. While a certain basic skills and training are needed to develop the unique skills of the class, those who walk its path generally do so intuitively and will only rarely receive tutelage from a master. Indeed, the term “wanderer” is only a catch-all term for those who begin to develop certain kinds of skills after setting out to use their own, personal power to take life into their own hands. A simple wanderer who listens to the sound of the forest. A lone layabout in a big city who earns money with made-up dances. An artist with a healthy mind in a healthy body. An artist whose body is a work of art to herself. An athlete training alone to gain fame and move his family out of the slums. Or the sheltered daughter of a nobleman who sneaks outside the mansion at night to learn about the world outside the garden walls.
Other classes: Although fervently lawful companions might find their chaotic attitudes to be exhausting or even suspicious, getting along with other party members, no matter how varied, is generally not a problem for a wanderer thanks to their open-mindedness. They are most likely to accept and respect the ways of other classes or races, so long as their ways do not involve oppressing the freedom of others. They work well on their own, but after getting used to life in a group, a wanderer will be a reliable ally to his traveling companions.
Role: Wanderers prefer to avoid direct conflict. They excel outside of combat situations, acting as excellent scouts with their wide array of skills. In a battle, they have to keep track of the goings-on and their own resources in order to use them as well as possible to provide support where it's needed. They can quickly adapt to changes in the flow of a battle to help a fighter take down a dangerous opponent, combine magical forces with a wizard, team up with a rogue, or provide support in any number of other ways. A wanderer can't do everything, but their versatility guarantees that they will never find themselves unable to contribute.
GAME RULE INFORMATION
Abilities: Wisdom determines the spell level available to the wanderer, as well as his defensive bonus. High Charisma grants him more spells per day and makes them harder to resist, while high Intelligence provides more skill points per level. A wanderer focused on melee combat benefits from a high Constitution score, as well as Strength. Dexterity enhances both his staying ability in battle as well as many of his bread and butter skills.
Alignment: Any. However, lawful characters do not gain access to wanderer spells.
Hit die: d6
Class skills:
Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (Architecture and engineering, dungeoneering, geography, local, nature, the planes), Listen, Move Silently, Perform, Ride, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Skill points per level: 6+Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Speed Bonus|
Spell Level|
Points
1st|+0|+0|+2|+2|Dance of Battle +1, Unarmed Strike, AC Bonus|
0|
0|
-|
-
2nd|+1|+0|+3|+3|Boundless Step|
0|
+10|
-|
-
3rd|+2|+1|+3|+3|Dance of Battle (+1 opponent), Journey Domains|
0|
+10|
1|
1
4th|+3|+1|+4|+4|Endurance, Free Will +2|
0|
+10|
1|
2
5th|+3|+1|+4|+4|Dance of Battle +2, Bonus Trick|
0|
+10|
2|
3
6th|+4|+2|+5|+5|Evasion, Bonus Feat|
+1|
+10|
2|
4
7th|+5|+2|+5|+5|World Domains|
+1|
+10|
2|
5
8th|+6|+2|+6|+6|Boundless Walk|
+1|
+20|
3|
6
9th|+6|+3|+6|+6|Freedom of Movement, Bonus Trick|
+1|
+20|
3|
7
10th|+7|+3|+7|+7|Dance of Battle +3|
+1|
+20|
3|
8
11th|+8|+3|+7|+7|Life Domains, Free Will +4|
+2|
+20|
4|
9
12th|+9|+4|+8|+8|Dance of Battle (+2 opponents), Bonus Feat|
+2|
+20|
4|
10
13th|+9|+4|+8|+8|Uncanny Dodge, Bonus Trick|
+2|
+20|
4|
11
14th|+10|+4|+9|+9|Boundless Stride|
+2|
+30|
5|
12
15th|+11|+5|+9|+9|Dance of Battle +4, Soul Domain|
+2|
+30|
5|
13
16th|+12|+5|+10|+10|Improved Evasion|
+3|
+30|
5|
14
17th|+12|+5|+10|+10|Manifest Soul, Bonus Trick|
+3|
+30|
6|
15
18th|+13|+6|+11|+11|Bonus Feat|
+3|
+30|
6|
16
19th|+14|+6|+11|+11|Freedom of Mind, Liberation Domain|
+3|
+30|
6|
17
20th|+15|+6|+12|+12|Dance of Battle +5, Unbounded Soul|
+3|
+40|
6|
18[/table]
Class features:
Weapon and Armor Proficiency:
Wanderers are proficient with all simple weapons. However, they face a special restriction. A wanderer's power strongly depends on his trust in his own abilities. Whenever a wanderer carries a weapon with the intention of using it, he temporarily loses the benefits of his Unarmed Strike, as well as his Dance of Battle class feature, and he must rest and meditate for at least half an hour to regain them. This restriction does not apply to weapons the wanderer made himself. Enchantments on the weapon also have to be applied by the wanderer himself, or the weapon will no longer count as being his own creation. He is also proficient with improvised weapons. He is free to use his surroundings to his advantage and pick up any object lying around to gain an advantage if the opportunity offers itself, provided that the object is not a manufactured weapon. However, a wanderer is not proficient with any armor or shields, and indeed a lot of his abilities require traveling as lightly as possible. Consequently, the maximum size of an improvised weapon he can wield is restricted by its weight. When carrying any more than a light load, using a shield or wearing any armor, a wanderer loses his AC bonus and speed bonus, as well as the benefits of his Dance of Battle ability.
Unarmed Strike:
Through a combination of training and power drawn from a strong will, the wanderer achieves an extraordinary ability to fight without the help of weapons. He gains the Unarmed Strike ability, as the Monk's class feature.
AC Bonus (Ex):
Wanderers tend to be more sensitive to their surroundings than most people. They gain a bonus to AC equal to their Wisdom modifier. This bonus functions like the Monk class feature, except that the additional increases occur at 6th level and every 5 levels thereafter.
Dance of Battle (Ex):
The wanderers' sensitivity gives them a unique insight into not only their surroundings, but into all living things they encounter. Using this intuitive understanding to their advantage, wanderers in combat flow like a leaf in the wind, dodging heavy blows and striking when the opportunity is right. A wanderer is treated as having the Dodge feat. However, in addition to the +1 dodge bonus, he also gains a +1 insight bonus to attack and damage rolls against his chosen opponent. Both the dodge bonus and the insight bonus rise by 1 at level 5 and every 5 levels thereafter.
In addition, at 3rd level and every 9 levels thereafter, a wanderer can target an additional opponent with this skill. However, any additional opponents past the first must be within 10 feet of the wanderer. He must either focus on an enemy with his eyes or feel them move around himself, but he gains no insight into ranged attacks outside of this personal sphere. He may change his focus anytime during any action of his, but not outside his turn.
A wanderer cannot be flanked, provided that all opponents threatening him are being targeted by his Dance of Battle.
The insight bonus on attacks and damage generally does not apply against enemies who are immune to critical hits. However, a wanderer with at least 4 ranks in Knowledge (architecture and engineering) can apply the bonus to constructs, and he can attempt a Knowledge (religion) check even if untrained to be able to apply it against undead enemies for the rest of the encounter. The check has to be rolled separately for every different kind of undead he attempts to target, and a failed check cannot be rerolled until the next encounter. The DC is 10+(the creature's HD). It decreases by 4 if the target is recognizably humanoid, and by another 4 if a check had already succeeded on creatures of its kind in a previous encounter.
Speed Bonus (Ex):
At 2nd level, the wanderer gains an enhancement bonus of +10 feet to his base land speed, and it increases by another 10 feet at every 6 levels thereafter. This bonus only applies when he is not wearing armor and carrying no more than a light load.
Boundless Step (Ex):
The wanderers' perhaps most remarkable and well-known trait is their ability to move past the boundaries of what should be possible for a person of their race, using nothing but their own wits and skills. The way these abilities are gained is similar to the way a character would train a normal Skill Trick. The four levels until 20th level on which a wanderer gains a speed bonus mark the points starting at which he can gain attempt to learn one of a number of increasingly advanced movement skills.
At 2nd level, a wanderer gains the Boundless Step class feature. He can henceforth gain any of the following Boundless skills, provided that he fulfills the requirements and pays the necessary cost.
{table=head]Name|Requirements|Description
Well-Balanced|Balance 5 ranks, Concentration 2 ranks|You can choose to take 10 on a Balance check even if distracted or threatened. You still have to roll normally under difficult circumstances. Once a day, if a failed check would cause you to fall, you may attempt to reroll the check.
Hang On|Climb 6 ranks|Once a day, if a failed Climb check would cause you to fall, you may attempt to reroll the check. If you would still fall, or if you cannot reroll anymore, you may choose to perform a Reflex save (DC 15) to catch yourself. The strain on your hands makes you take 1d3 of non-lethal damage. Until the damage taken from this is healed by any means, any subsequent Climb DCs increase by the amount of damage taken, and the damage will increase by 1 for every 3 consecutive rounds spent climbing. As soon as the non-lethal damage taken from this exceeds 4 + your Con bonus (if any), you can no longer keep climbing. You can also choose to use this skill to hold on to a falling ally if you succeed on the touch attack roll, but fail the Climb check needed to hold the ally. In this case, you automatically take the full 3 points of non-lethal damage and take 1 consecutive point of damage for each round you are still holding your ally.
Water-Affinity|Swim 5 ranks, Survival 1 rank|You can hold your breath for twice as long as normal, for a minimum of 2 rounds. You can take a standard action underwater without risking to drown, but a full-round action still reduces the duration for which you can hold your air.
Light-Footed|Tumble 5 ranks, Move Silently 2 ranks|The Tumble DC for tumbling over difficult terrain decreases by 4, to a minimum of 0.
Rough Tumble|Tumble 7 ranks, Concentration 4 ranks|You can take 10 on Tumble checks even if threatened or distracted.
[/table]
To gain a Boundless skill, the wanderer must meet the listed skill rank requirements. He must then expend 2 skill points gained at a level-up to invest in the training of the skill. The training also requires a whole consecutive week's worth of hard work to complete. If the training is interrupted, any day of training lost has to be repeated double, or the entire week of training has to begin anew. Only after successfully completing the training, the wanderer gains unconditional use of the Boundless skill. The skill point cost has to be paid at level-up; the training does not have to take place immediately, but has to be done before the next level-up. A wanderer can choose to train any of the listed skills at any following level-up as long as he meets the requirements and pays the prize. A skill can only be gained once; the wanderer either knows it, or does not.
Spells:
A wise wanderer is so in tune with the world that they achieve the ability to access divine magic that is normally only granted to devoted followers of the gods. Starting at 3rd level, he gains access to a small number of divine spells, which are drawn from various Cleric domains to which the wanderer gains access as he advances. A wanderer can spontaneously cast spells from any prepared domain (see “Domains” for details on preparing domains), provided that he has enough points available and has access to the spell's spell level.
A wanderer has a very limited number of points available each day with which to cast spells. The maximum number of points available to him is equal to his class level – 2 + his Charisma modifier. Casting a spell of a certain spell level uses up an amount of points equal to the spell level. In addition, any spell the Wanderer knows can only be cast for a number of times per day equal to his Charisma modifier (minimum 1). Thus, a wanderer of 20th level with a Charisma modifier of +2 would have 20 points available, which he could use to cast three 6th level spells and a 2nd level spell, or any other combination that does not exceed 20 points total or use the same spell more than 2 times.
To know and be able to cast a spell, a wanderer must have a Wisdom score of at least 10 + the spell level. The DC for a saving throw against his spells is 10 + the spell level + his Charisma modifier. The wanderer's caster level is ( his class level / 2) + 2.
It has to be noted that the source and use of magic of a Wanderer are very unusual and have not been researched as thoroughly as others. His spells cannot be affected by metamagic feats, and his Domain access does not qualify him for any bonus domains.
A wanderer must choose a certain time each day, typically right after waking up in the morning, to spend an hour meditating and bonding with the world around him to replenish his spell points and prepare his domains for the day.
Domains:
A wanderer gains access to up to five groups of domains as he advances: Journey Domains, World Domains, Life Domains, the Soul Domain and the Liberation Domain. With the exception of the Soul Domain and the Liberation Domain, each of these is a group made up of more than one domain. Each day, when preparing his spells, a wanderer can choose one domain per group from which he can then spontaneously cast spells until he runs out of points or prepares his spells again on the next day. Thus, a 19th level wanderer would have spontaneous access to spells from up to 4 different domains each day, of which each one has to be from a different domain group. He does not, however, gain any of the powers granted by any of the domains he can prepare.
Journey Domains:
Wanderers soon learn to look deep into the own souls and tap into the power that lies within their own souls. Through something akin to a prayer or a simple reassurance in their ability to shape their own fate, they can use this power to gain a blessing for the journey that lies ahead, and access to magic that will aid them on their travels. A wanderer of 3rd level gains access to the Journey Domain group, which includes the Luck Domain, the Travel Domain and the Weather Domain. While spending an hour in the morning meditating to prepare his spells, a wanderer can choose any one of these domains to prepare for the day. The forms this meditation can take are as varied as the wanderers themselves. Preparing the Luck Domain might involve rolling a die between one's hands or playing a game of solitaire. The Travel Domain could be prepared by gently moving one's fingers across a map and imagining the things one might find. One might prepare the Weather Domain by staring for an hour into the sky and observing the clouds, or by dancing about like a raging thunderstorm. However a wanderer chooses to prepare a Journey Domain, he focuses on his wishes for the upcoming journey and is completely engrossed in the process.
Endurance:
A wanderer's life of traveling has given him extraordinary endurance. At 4th level, he gains Endurance as a bonus feat.
Free Will (Ex):
To walk his own path and do what he thinks is right is the heart and soul of a wanderer, and he'll steadfastly resist any attempts to manipulate him into acting against his will. At 4th level, he gains a +2 bonus on saving throws against charms and compulsions. This bonus increases to +4 at 11th level.
Bonus Trick:
At 5th level and every 4 levels thereafter, a wanderer gains a bonus skill trick from the list of movement skill tricks for which he meets the prerequisites. These bonus skill tricks do not count against his maximum number of skill tricks available.
Evasion (Ex):
At 6th level, a wanderer is sufficiently experienced in battle to use his mobility even against sudden magic strikes. He gains Evasion as the rogue class feature.
Bonus Feat:
Wanderers never stop learning and improving on themselves. At 6th level and every 6 levels thereafter, they can gain a bonus feat from the following list for which they meet the prerequisites: [PHB] Acrobatic, Agile, Athletic, Blind-Fight, Combat Expertise, Lightning Reflexes, Mobility, Spring Attack, Run, Self-Sufficient, Skill Focus (any trained skill), [CA] Brachiation, Dive For Cover, Improved Swimming, Jack of All Trades, Leap Attack, Mobile Spellcasting, [CS] Freerunner, [CW] Close-Quarters Fighting, Dash, Defensive Throw, Eyes in the Back of Your Head, Fleet of Foot, Flying Kick, Improved Combat Expertise, Prone Attack, [PHBII] Acrobatic Strike, Combat Acrobat, Leap of the Heavens, Melee Evasion
World Domains:
A more experienced wanderer's bond with the world is so strong that the world itself allows him to use its essence to protect him. At 7th level, he gains access to the World Domain group, which is made up of the Air Domain or Storm Domain, the Water Domain or Ocean Domain, and the Earth Domain or Cavern Domain. Upon reaching 7th level, the wanderer has to make one choice between the two options of each of these three groups, which cannot be changed afterwards. The DM may ask you to justify your decision if you elect the Storm Domain, Ocean Domain or Cavern Domain over their counterparts. The Storm Domain might be suited to a hotheaded character. The Ocean Domain is an apt choice for a character who lived by the sea or is particularly “deep”. The Cavern Domain is suited to an explorer or someone who grew up underground.
Whenever he takes an hour to prepare his spells for the day, the wanderer can choose any one of these domains in addition to any domains from other groups that he has access to. As with the Journey domains, the preparation can take a variety of forms. Preparing the Earth Domain might involve digging into the dirt with one's hands or planting a flower, preparing the Water Domain might take the form of listening to the crashing of waves by the sea or skinny-dipping, and preparing the Air Domain could be anything from feeling the wind brush through one's hair to frolicking through a field of flowers on a hill. Depending on how a wanderer decides to prepare his domains, the different forms of preparation can be done simultaneously or consecutively, but the total amount of time taken need not be longer than an hour, as before.
Boundless Walk:
An advanced wanderer begins to truly realize his extraordinary movement abilities. An 8th level wanderer henceforth has the option to train any of the following Boundless skills. This works the same way as training the skills gained by the Boundless Step feature, except that requirements for these new skills might include having trained one of the skills from the Boundless Step set.
{table=head]Name|Requirements|Description
Surehanded|Climb 11 ranks, “Hang On” skill|You gain a climb speed equal to half your land speed.
Walljump|Jump 14 ranks, Climb 12 ranks|With a running start of at least 20 feet, you can jump against a wall and use your own momentum to cling to it with a successful Climb check (DC 20), then jump off with a successful Jump check against a DC necessary for the distance you have to clear. If you can reach a higher part of an opposite wall with your jump, you can proceed to repeat the process. Each successive walljump adds 2 to the DC of the Climb check and the Jump check. This can allow you to scale even a flat vertical surface. You can also use this skill to perform a charge attack against an opponent who is flying or otherwise positioned in a place that would otherwise be impossible to reach.
Like a Frog|Swim 11 ranks, “Water-Affinity” skill|You gain a swim speed equal to half your land speed. You can now also hold your breath for three times the normal duration, to a minimum of 3 rounds.
Freerunning Roll|Tumble 12 ranks|You can choose to roll a Tumble check against a DC of 25 to negate up to 30 feet of fall damage.
[/table]
Freedom of Movement (Ex):
Ordinary restrictions of movement are not an issue to an experienced wanderer. Starting at 9th level, he may act as though under the effect of a Freedom of Movement spell, except that it lasts indefinitely and cannot be dispelled. He loses the benefits of this ability while carrying more than a light load or wearing any kind of armor or shield.
Life Domains:
As wanderers grow more and more powerful, they also begin to understand more and more how all life is connected. At 11th level, breaking the illusion of separation makes his bond to all life in the world grow stronger, and he henceforth has access to the Life Domain group. This group includes the Animal Domain, the Community Domain and the Plant Domain. Whenever he takes an hour to prepare his spells for the day, the wanderer can choose any one of these domains in addition to any domains from other groups that he has access to. As with his other domains, the preparation can take a variety of forms. To prepare the Animal Domain, a wanderer may feed some forest animals or play with a kitten, the preparation of the Community Domain might involve calmly listening to a trusted person for an extended period of time, while preparing the Plant Domain might involve listening to a tree instead. Depending on how a wanderer decides to prepare his domains, the different forms of preparation can be done simultaneously or consecutively, but the total amount of time taken need not be longer than an hour, as before.
Uncanny Dodge (Ex):
Starting at 13th level, a wanderer is so attuned to their surroundings that even surprise attacks do not leave him helpless. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he does not retain any AC bonus granted to him by his Dance of Battle ability, and he still loses the Dexterity bonus if he is immobilized. He loses the benefits of this ability if he is carrying more than a light load or wearing any armor or shield.
Boundless Stride:
An expert wanderer's movement abilities are nearing perfection. A 14th level wanderer henceforth has the option to train any of the following Boundless skills. This works the same way as training the skills gained by the Boundless Step feature, except that requirements for these new skills might include having trained one of the skills from the Boundless Walk set.
{table=head]Name|Requirements|Description
Like a Monkey|Climb 17 ranks, “Surehanded” skill|You gain a Climb speed equal to your land speed. You can also perform a full attack action in mid-climb with your unarmed strike by hanging on to the wall with at least both hands and attacking with your feet.
Wallrun|Climb 19 ranks, Tumble 17|With a running start of at least 20 feet, you can use a full-round action to run up a wall at a minimum of 3x your base speed for one round. If you do not end the round standing on a horizontal surface, you can attempt to catch yourself with a successful Climb check (DC = wall's DC + 20). This can be used to scale even a flat vertical surface.
Double-Jump|Jump 17 ranks, Tumble 17 ranks|After performing a jump, you can push yourself off of thin air to perform another jump at its apex. The DC for the second jump is increased by 10. You can also use this skill when falling or rapidly moving through the air for any other reason. In this case, the DC of the Double-Jump depends on where you intend to jump relative to your momentum. If you jump in the same direction, the DC is as normal (Jump DC + 10). If you want to jump perpendicular to your momentum, the DC is 150% of the normal Double-Jump DC. If you go against your momentum, it increases to 200%. After performing a Double-Jump, you cannot use this skill again for another (3d4 – Con modifier) rounds.
Like a Dolphin|Swim 17 ranks, “Like a Frog” skill, Jump 15 ranks|You gain a swim speed equal to your base land speed. You can now also hold your breath 4 times as long as before, to a minimum of 4 rounds. In addition, you gain the ability to send yourself forward at great speed and perform a charge attack underwater. This charge attack can only be performed in a straight line, even if you can change direction during a charge on land.
[/table]
Soul Domain:
During the course of his long, long journey, the wanderer begins to grasp more and more the force within that drives him forward. Upon gaining 15th level, the wanderer's own soul begins to manifest as a source of magic. You now have a choice to make between several domains, of which you can choose one. The available Domains are Celerity, Competition, Craft, Dream, Emotion*, Family, Knowledge and Mind. Your choice should reflect the character as you have played him or her up to this point, and your DM may expect you to justify your choice.
Celerity is fitting for a passionate runner who loves the sensation of freedom, while one who chooses Competition might be in it for the physical superiority. Craft is the choice of one who creates, Dream is the choice of one who meditates. Emotion is the Domain of a hot-headed fighter for freedom out of an unbending lust for life, Family is the Domain of a nurturing, protective spirit who loves people more than anything. One who chooses Knowledge might love to explore the world, while one who chooses Mind might be more apt to explore the souls of its inhabitants. These are only examples, of course, as any choice is open to interpretation.
Unlike any of the Domain groups gained before, the newly acquired Domain stands alone as an independent "group". The wanderer can thus always prepare the spells from this domain along with any other domains he is preparing.
* The Emotion Domain is the same as the Wrath Domain.
Improved Evasion (Ex):
A battle-hardened wanderer is very hard to surprise. At 16th level, he gains Improved Evasion as the Monk class feature.
Manifest Soul:
At 17th level, the manifestation of the wanderer's Soul Domain is complete, and he henceforth gains the benefit of its Granted Power.
Freedom of Mind (Ex):
At 19th level, the wanderer's will for independence has grown to perfection. He is henceforth immune to all charm and compulsion effects.
Liberation Domain:
An extraordinarily powerful wanderer comes to embody the very essence of freedom itself. He now gains access to the Liberation Domain. Unlike the Domain Groups he has gained access to before, this is a singular Domain. However, it counts as a group of its own, so a wanderer can always choose to prepare it along with the domains from his other domain groups. The preparation may take many forms, but will generally involve thinking about his past travels and about what lies in the future.
Unbounded Soul:
A legendary wanderer has left behind the shackles of ordinary mortal existence. At 20th level, a wanderer gains a fly speed equal to his land speed with good maneuverability, by literally walking in the air. Unlike most creatures with good maneuverability, he has a minimum forward speed of half his speed and cannot hover. He also gains access to the following Boundless skills:
{table=head]Name|Requirements|Description
Sound of the Earth|Climb 23 ranks, Move Silently 5 ranks, Survival 5 ranks|You gain Tremorsense with a range of 40 feet whenever touching a solid surface with both of your bare hands or both of your bare feet.
Airdash|Jump 23 ranks, Tumble 19 ranks, “Double-Jump” skill|You can push yourself off of thin air and perform a charge attack in midair. If your attack hits, it deals double damage.
Like a Creature of the Deep|Swim 23 ranks, “Like a Dolphin” skill|You can breathe freely underwater.[/table]
In addition, his creature type changes to Outsider (local). He is now no longer subject to the penalties accrued by aging, but does gain the benefits of old age. He will still die when his time is up. Finally, he can henceforth use Freedom and Unbinding as spell-like abilities at a caster level of 12 by expending 13 of his magic points.
Ex-Wanderers
A wanderer who becomes lawful can no longer advance his wanderer magic, but does not lose anything he has learned so far. Only if an ex-wanderer comes to bitterly regret his former way of life, he loses the benefits of his wanderer spells, Dance of Battle, AC Bonus and Boundless skills.
A lawful wanderer who proceeds to multiclass as a monk can make his monk levels stack with his wanderer levels for the purpose of determining the damage of his unarmed strike, and may exchange his AC bonus with that of the monk. Once he has made this choice, however, he can never return to being a wanderer.
http://i47.tinypic.com/2wlveih.png
above image source (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=26711866) - another alternate image (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=8913318) - yet another alternate image because I literally spent a whole day searching for good ones and I'm not even nearly out of them (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=26694224)
"Why am I risking my life to save your village? I guess I just don't see why I should not. I'm here now, and I'll be gone tomorrow. Whatever happens between now and then is only another step in the journey." - Odo, wandering sage
Fluff:
It is said that where there is a will, there is a way. This philosophy could not ring any more true to the wanderers, those strong-willed individuals who make their way where others do not dare to tread. From the towering rooftops of a magical city, to mountaintops ravaged by raging winds, to the darkest depths of the deepest seas, the wanderers see the dangers of the land as an invitation, persevering against impossible odds driven only by their desire for freedom and a love for the vast and mysterious world that nurtures them.
Adventures: As a general rule, wanderers go on adventures because they want to. They are far from detached and might certainly have a cause worth fighting for. But even with their sights set on a future destination, wanderers would never lose sight of the here and now. Even when they fight for monetary gain, the money to them is only a key with which to open otherwise closed doors. The journey itself is what they live for.
Characteristics: The wanderer is a very independent kind of character, boasting a versatility that allows him to act as well on his own as he does in a team. His most unique skill is his ability to develop various modes of movement, eventually allowing him to climb like a monkey, swim like a fish in the sea or even fly indefinitely. While not as varied in skills as a rogue, a wanderer can be a godsend to any group outside of combat for his ability to get around places. When a battle cannot be avoided, he does not have the damage potential of a dedicated fighter, but can hold his own against even dangerous foes thanks to an intuitive understanding of his opponent's behavior. The wanderer even learns to spontaneously cast a variety of spells. He cannot match a dedicated spellcaster in the number of spells he can cast or the power they unleash, but chances are that a quick-witted wanderer will often have just the right spell available to make the most out of a tricky situation.
Alignment: Being a wanderer is not as much a profession as it is a way of life. Being defined by the thirst for freedom and the breaking of boundaries, a chaotic disposition is almost a prerequisite. Neutrally inclined characters lack the necessary passion and lawful characters lack the necessary independence, and indeed, while any of these are still capable of walking the path of the wanderer, they cannot realize the full potential of the class and are practically unheard of. Apart from this caveat, wanderers are still as varied as such a rare brand of people can be. A good wanderer might be a freedom fighter, a mild-mannered layabout or a passionate artist, while an evil wanderer might be an anarchistic terrorist who defies all law out of principle, or just someone whose idea of freedom takes the form of mindless decadence at the cost of others.
Background: Wanderers come from all walks of life. While a certain basic skills and training are needed to develop the unique skills of the class, those who walk its path generally do so intuitively and will only rarely receive tutelage from a master. Indeed, the term “wanderer” is only a catch-all term for those who begin to develop certain kinds of skills after setting out to use their own, personal power to take life into their own hands. A simple wanderer who listens to the sound of the forest. A lone layabout in a big city who earns money with made-up dances. An artist with a healthy mind in a healthy body. An artist whose body is a work of art to herself. An athlete training alone to gain fame and move his family out of the slums. Or the sheltered daughter of a nobleman who sneaks outside the mansion at night to learn about the world outside the garden walls.
Other classes: Although fervently lawful companions might find their chaotic attitudes to be exhausting or even suspicious, getting along with other party members, no matter how varied, is generally not a problem for a wanderer thanks to their open-mindedness. They are most likely to accept and respect the ways of other classes or races, so long as their ways do not involve oppressing the freedom of others. They work well on their own, but after getting used to life in a group, a wanderer will be a reliable ally to his traveling companions.
Role: Wanderers prefer to avoid direct conflict. They excel outside of combat situations, acting as excellent scouts with their wide array of skills. In a battle, they have to keep track of the goings-on and their own resources in order to use them as well as possible to provide support where it's needed. They can quickly adapt to changes in the flow of a battle to help a fighter take down a dangerous opponent, combine magical forces with a wizard, team up with a rogue, or provide support in any number of other ways. A wanderer can't do everything, but their versatility guarantees that they will never find themselves unable to contribute.
GAME RULE INFORMATION
Abilities: Wisdom determines the spell level available to the wanderer, as well as his defensive bonus. High Charisma grants him more spells per day and makes them harder to resist, while high Intelligence provides more skill points per level. A wanderer focused on melee combat benefits from a high Constitution score, as well as Strength. Dexterity enhances both his staying ability in battle as well as many of his bread and butter skills.
Alignment: Any. However, lawful characters do not gain access to wanderer spells.
Hit die: d6
Class skills:
Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (Architecture and engineering, dungeoneering, geography, local, nature, the planes), Listen, Move Silently, Perform, Ride, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Skill points per level: 6+Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Speed Bonus|
Spell Level|
Points
1st|+0|+0|+2|+2|Dance of Battle +1, Unarmed Strike, AC Bonus|
0|
0|
-|
-
2nd|+1|+0|+3|+3|Boundless Step|
0|
+10|
-|
-
3rd|+2|+1|+3|+3|Dance of Battle (+1 opponent), Journey Domains|
0|
+10|
1|
1
4th|+3|+1|+4|+4|Endurance, Free Will +2|
0|
+10|
1|
2
5th|+3|+1|+4|+4|Dance of Battle +2, Bonus Trick|
0|
+10|
2|
3
6th|+4|+2|+5|+5|Evasion, Bonus Feat|
+1|
+10|
2|
4
7th|+5|+2|+5|+5|World Domains|
+1|
+10|
2|
5
8th|+6|+2|+6|+6|Boundless Walk|
+1|
+20|
3|
6
9th|+6|+3|+6|+6|Freedom of Movement, Bonus Trick|
+1|
+20|
3|
7
10th|+7|+3|+7|+7|Dance of Battle +3|
+1|
+20|
3|
8
11th|+8|+3|+7|+7|Life Domains, Free Will +4|
+2|
+20|
4|
9
12th|+9|+4|+8|+8|Dance of Battle (+2 opponents), Bonus Feat|
+2|
+20|
4|
10
13th|+9|+4|+8|+8|Uncanny Dodge, Bonus Trick|
+2|
+20|
4|
11
14th|+10|+4|+9|+9|Boundless Stride|
+2|
+30|
5|
12
15th|+11|+5|+9|+9|Dance of Battle +4, Soul Domain|
+2|
+30|
5|
13
16th|+12|+5|+10|+10|Improved Evasion|
+3|
+30|
5|
14
17th|+12|+5|+10|+10|Manifest Soul, Bonus Trick|
+3|
+30|
6|
15
18th|+13|+6|+11|+11|Bonus Feat|
+3|
+30|
6|
16
19th|+14|+6|+11|+11|Freedom of Mind, Liberation Domain|
+3|
+30|
6|
17
20th|+15|+6|+12|+12|Dance of Battle +5, Unbounded Soul|
+3|
+40|
6|
18[/table]
Class features:
Weapon and Armor Proficiency:
Wanderers are proficient with all simple weapons. However, they face a special restriction. A wanderer's power strongly depends on his trust in his own abilities. Whenever a wanderer carries a weapon with the intention of using it, he temporarily loses the benefits of his Unarmed Strike, as well as his Dance of Battle class feature, and he must rest and meditate for at least half an hour to regain them. This restriction does not apply to weapons the wanderer made himself. Enchantments on the weapon also have to be applied by the wanderer himself, or the weapon will no longer count as being his own creation. He is also proficient with improvised weapons. He is free to use his surroundings to his advantage and pick up any object lying around to gain an advantage if the opportunity offers itself, provided that the object is not a manufactured weapon. However, a wanderer is not proficient with any armor or shields, and indeed a lot of his abilities require traveling as lightly as possible. Consequently, the maximum size of an improvised weapon he can wield is restricted by its weight. When carrying any more than a light load, using a shield or wearing any armor, a wanderer loses his AC bonus and speed bonus, as well as the benefits of his Dance of Battle ability.
Unarmed Strike:
Through a combination of training and power drawn from a strong will, the wanderer achieves an extraordinary ability to fight without the help of weapons. He gains the Unarmed Strike ability, as the Monk's class feature.
AC Bonus (Ex):
Wanderers tend to be more sensitive to their surroundings than most people. They gain a bonus to AC equal to their Wisdom modifier. This bonus functions like the Monk class feature, except that the additional increases occur at 6th level and every 5 levels thereafter.
Dance of Battle (Ex):
The wanderers' sensitivity gives them a unique insight into not only their surroundings, but into all living things they encounter. Using this intuitive understanding to their advantage, wanderers in combat flow like a leaf in the wind, dodging heavy blows and striking when the opportunity is right. A wanderer is treated as having the Dodge feat. However, in addition to the +1 dodge bonus, he also gains a +1 insight bonus to attack and damage rolls against his chosen opponent. Both the dodge bonus and the insight bonus rise by 1 at level 5 and every 5 levels thereafter.
In addition, at 3rd level and every 9 levels thereafter, a wanderer can target an additional opponent with this skill. However, any additional opponents past the first must be within 10 feet of the wanderer. He must either focus on an enemy with his eyes or feel them move around himself, but he gains no insight into ranged attacks outside of this personal sphere. He may change his focus anytime during any action of his, but not outside his turn.
A wanderer cannot be flanked, provided that all opponents threatening him are being targeted by his Dance of Battle.
The insight bonus on attacks and damage generally does not apply against enemies who are immune to critical hits. However, a wanderer with at least 4 ranks in Knowledge (architecture and engineering) can apply the bonus to constructs, and he can attempt a Knowledge (religion) check even if untrained to be able to apply it against undead enemies for the rest of the encounter. The check has to be rolled separately for every different kind of undead he attempts to target, and a failed check cannot be rerolled until the next encounter. The DC is 10+(the creature's HD). It decreases by 4 if the target is recognizably humanoid, and by another 4 if a check had already succeeded on creatures of its kind in a previous encounter.
Speed Bonus (Ex):
At 2nd level, the wanderer gains an enhancement bonus of +10 feet to his base land speed, and it increases by another 10 feet at every 6 levels thereafter. This bonus only applies when he is not wearing armor and carrying no more than a light load.
Boundless Step (Ex):
The wanderers' perhaps most remarkable and well-known trait is their ability to move past the boundaries of what should be possible for a person of their race, using nothing but their own wits and skills. The way these abilities are gained is similar to the way a character would train a normal Skill Trick. The four levels until 20th level on which a wanderer gains a speed bonus mark the points starting at which he can gain attempt to learn one of a number of increasingly advanced movement skills.
At 2nd level, a wanderer gains the Boundless Step class feature. He can henceforth gain any of the following Boundless skills, provided that he fulfills the requirements and pays the necessary cost.
{table=head]Name|Requirements|Description
Well-Balanced|Balance 5 ranks, Concentration 2 ranks|You can choose to take 10 on a Balance check even if distracted or threatened. You still have to roll normally under difficult circumstances. Once a day, if a failed check would cause you to fall, you may attempt to reroll the check.
Hang On|Climb 6 ranks|Once a day, if a failed Climb check would cause you to fall, you may attempt to reroll the check. If you would still fall, or if you cannot reroll anymore, you may choose to perform a Reflex save (DC 15) to catch yourself. The strain on your hands makes you take 1d3 of non-lethal damage. Until the damage taken from this is healed by any means, any subsequent Climb DCs increase by the amount of damage taken, and the damage will increase by 1 for every 3 consecutive rounds spent climbing. As soon as the non-lethal damage taken from this exceeds 4 + your Con bonus (if any), you can no longer keep climbing. You can also choose to use this skill to hold on to a falling ally if you succeed on the touch attack roll, but fail the Climb check needed to hold the ally. In this case, you automatically take the full 3 points of non-lethal damage and take 1 consecutive point of damage for each round you are still holding your ally.
Water-Affinity|Swim 5 ranks, Survival 1 rank|You can hold your breath for twice as long as normal, for a minimum of 2 rounds. You can take a standard action underwater without risking to drown, but a full-round action still reduces the duration for which you can hold your air.
Light-Footed|Tumble 5 ranks, Move Silently 2 ranks|The Tumble DC for tumbling over difficult terrain decreases by 4, to a minimum of 0.
Rough Tumble|Tumble 7 ranks, Concentration 4 ranks|You can take 10 on Tumble checks even if threatened or distracted.
[/table]
To gain a Boundless skill, the wanderer must meet the listed skill rank requirements. He must then expend 2 skill points gained at a level-up to invest in the training of the skill. The training also requires a whole consecutive week's worth of hard work to complete. If the training is interrupted, any day of training lost has to be repeated double, or the entire week of training has to begin anew. Only after successfully completing the training, the wanderer gains unconditional use of the Boundless skill. The skill point cost has to be paid at level-up; the training does not have to take place immediately, but has to be done before the next level-up. A wanderer can choose to train any of the listed skills at any following level-up as long as he meets the requirements and pays the prize. A skill can only be gained once; the wanderer either knows it, or does not.
Spells:
A wise wanderer is so in tune with the world that they achieve the ability to access divine magic that is normally only granted to devoted followers of the gods. Starting at 3rd level, he gains access to a small number of divine spells, which are drawn from various Cleric domains to which the wanderer gains access as he advances. A wanderer can spontaneously cast spells from any prepared domain (see “Domains” for details on preparing domains), provided that he has enough points available and has access to the spell's spell level.
A wanderer has a very limited number of points available each day with which to cast spells. The maximum number of points available to him is equal to his class level – 2 + his Charisma modifier. Casting a spell of a certain spell level uses up an amount of points equal to the spell level. In addition, any spell the Wanderer knows can only be cast for a number of times per day equal to his Charisma modifier (minimum 1). Thus, a wanderer of 20th level with a Charisma modifier of +2 would have 20 points available, which he could use to cast three 6th level spells and a 2nd level spell, or any other combination that does not exceed 20 points total or use the same spell more than 2 times.
To know and be able to cast a spell, a wanderer must have a Wisdom score of at least 10 + the spell level. The DC for a saving throw against his spells is 10 + the spell level + his Charisma modifier. The wanderer's caster level is ( his class level / 2) + 2.
It has to be noted that the source and use of magic of a Wanderer are very unusual and have not been researched as thoroughly as others. His spells cannot be affected by metamagic feats, and his Domain access does not qualify him for any bonus domains.
A wanderer must choose a certain time each day, typically right after waking up in the morning, to spend an hour meditating and bonding with the world around him to replenish his spell points and prepare his domains for the day.
Domains:
A wanderer gains access to up to five groups of domains as he advances: Journey Domains, World Domains, Life Domains, the Soul Domain and the Liberation Domain. With the exception of the Soul Domain and the Liberation Domain, each of these is a group made up of more than one domain. Each day, when preparing his spells, a wanderer can choose one domain per group from which he can then spontaneously cast spells until he runs out of points or prepares his spells again on the next day. Thus, a 19th level wanderer would have spontaneous access to spells from up to 4 different domains each day, of which each one has to be from a different domain group. He does not, however, gain any of the powers granted by any of the domains he can prepare.
Journey Domains:
Wanderers soon learn to look deep into the own souls and tap into the power that lies within their own souls. Through something akin to a prayer or a simple reassurance in their ability to shape their own fate, they can use this power to gain a blessing for the journey that lies ahead, and access to magic that will aid them on their travels. A wanderer of 3rd level gains access to the Journey Domain group, which includes the Luck Domain, the Travel Domain and the Weather Domain. While spending an hour in the morning meditating to prepare his spells, a wanderer can choose any one of these domains to prepare for the day. The forms this meditation can take are as varied as the wanderers themselves. Preparing the Luck Domain might involve rolling a die between one's hands or playing a game of solitaire. The Travel Domain could be prepared by gently moving one's fingers across a map and imagining the things one might find. One might prepare the Weather Domain by staring for an hour into the sky and observing the clouds, or by dancing about like a raging thunderstorm. However a wanderer chooses to prepare a Journey Domain, he focuses on his wishes for the upcoming journey and is completely engrossed in the process.
Endurance:
A wanderer's life of traveling has given him extraordinary endurance. At 4th level, he gains Endurance as a bonus feat.
Free Will (Ex):
To walk his own path and do what he thinks is right is the heart and soul of a wanderer, and he'll steadfastly resist any attempts to manipulate him into acting against his will. At 4th level, he gains a +2 bonus on saving throws against charms and compulsions. This bonus increases to +4 at 11th level.
Bonus Trick:
At 5th level and every 4 levels thereafter, a wanderer gains a bonus skill trick from the list of movement skill tricks for which he meets the prerequisites. These bonus skill tricks do not count against his maximum number of skill tricks available.
Evasion (Ex):
At 6th level, a wanderer is sufficiently experienced in battle to use his mobility even against sudden magic strikes. He gains Evasion as the rogue class feature.
Bonus Feat:
Wanderers never stop learning and improving on themselves. At 6th level and every 6 levels thereafter, they can gain a bonus feat from the following list for which they meet the prerequisites: [PHB] Acrobatic, Agile, Athletic, Blind-Fight, Combat Expertise, Lightning Reflexes, Mobility, Spring Attack, Run, Self-Sufficient, Skill Focus (any trained skill), [CA] Brachiation, Dive For Cover, Improved Swimming, Jack of All Trades, Leap Attack, Mobile Spellcasting, [CS] Freerunner, [CW] Close-Quarters Fighting, Dash, Defensive Throw, Eyes in the Back of Your Head, Fleet of Foot, Flying Kick, Improved Combat Expertise, Prone Attack, [PHBII] Acrobatic Strike, Combat Acrobat, Leap of the Heavens, Melee Evasion
World Domains:
A more experienced wanderer's bond with the world is so strong that the world itself allows him to use its essence to protect him. At 7th level, he gains access to the World Domain group, which is made up of the Air Domain or Storm Domain, the Water Domain or Ocean Domain, and the Earth Domain or Cavern Domain. Upon reaching 7th level, the wanderer has to make one choice between the two options of each of these three groups, which cannot be changed afterwards. The DM may ask you to justify your decision if you elect the Storm Domain, Ocean Domain or Cavern Domain over their counterparts. The Storm Domain might be suited to a hotheaded character. The Ocean Domain is an apt choice for a character who lived by the sea or is particularly “deep”. The Cavern Domain is suited to an explorer or someone who grew up underground.
Whenever he takes an hour to prepare his spells for the day, the wanderer can choose any one of these domains in addition to any domains from other groups that he has access to. As with the Journey domains, the preparation can take a variety of forms. Preparing the Earth Domain might involve digging into the dirt with one's hands or planting a flower, preparing the Water Domain might take the form of listening to the crashing of waves by the sea or skinny-dipping, and preparing the Air Domain could be anything from feeling the wind brush through one's hair to frolicking through a field of flowers on a hill. Depending on how a wanderer decides to prepare his domains, the different forms of preparation can be done simultaneously or consecutively, but the total amount of time taken need not be longer than an hour, as before.
Boundless Walk:
An advanced wanderer begins to truly realize his extraordinary movement abilities. An 8th level wanderer henceforth has the option to train any of the following Boundless skills. This works the same way as training the skills gained by the Boundless Step feature, except that requirements for these new skills might include having trained one of the skills from the Boundless Step set.
{table=head]Name|Requirements|Description
Surehanded|Climb 11 ranks, “Hang On” skill|You gain a climb speed equal to half your land speed.
Walljump|Jump 14 ranks, Climb 12 ranks|With a running start of at least 20 feet, you can jump against a wall and use your own momentum to cling to it with a successful Climb check (DC 20), then jump off with a successful Jump check against a DC necessary for the distance you have to clear. If you can reach a higher part of an opposite wall with your jump, you can proceed to repeat the process. Each successive walljump adds 2 to the DC of the Climb check and the Jump check. This can allow you to scale even a flat vertical surface. You can also use this skill to perform a charge attack against an opponent who is flying or otherwise positioned in a place that would otherwise be impossible to reach.
Like a Frog|Swim 11 ranks, “Water-Affinity” skill|You gain a swim speed equal to half your land speed. You can now also hold your breath for three times the normal duration, to a minimum of 3 rounds.
Freerunning Roll|Tumble 12 ranks|You can choose to roll a Tumble check against a DC of 25 to negate up to 30 feet of fall damage.
[/table]
Freedom of Movement (Ex):
Ordinary restrictions of movement are not an issue to an experienced wanderer. Starting at 9th level, he may act as though under the effect of a Freedom of Movement spell, except that it lasts indefinitely and cannot be dispelled. He loses the benefits of this ability while carrying more than a light load or wearing any kind of armor or shield.
Life Domains:
As wanderers grow more and more powerful, they also begin to understand more and more how all life is connected. At 11th level, breaking the illusion of separation makes his bond to all life in the world grow stronger, and he henceforth has access to the Life Domain group. This group includes the Animal Domain, the Community Domain and the Plant Domain. Whenever he takes an hour to prepare his spells for the day, the wanderer can choose any one of these domains in addition to any domains from other groups that he has access to. As with his other domains, the preparation can take a variety of forms. To prepare the Animal Domain, a wanderer may feed some forest animals or play with a kitten, the preparation of the Community Domain might involve calmly listening to a trusted person for an extended period of time, while preparing the Plant Domain might involve listening to a tree instead. Depending on how a wanderer decides to prepare his domains, the different forms of preparation can be done simultaneously or consecutively, but the total amount of time taken need not be longer than an hour, as before.
Uncanny Dodge (Ex):
Starting at 13th level, a wanderer is so attuned to their surroundings that even surprise attacks do not leave him helpless. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he does not retain any AC bonus granted to him by his Dance of Battle ability, and he still loses the Dexterity bonus if he is immobilized. He loses the benefits of this ability if he is carrying more than a light load or wearing any armor or shield.
Boundless Stride:
An expert wanderer's movement abilities are nearing perfection. A 14th level wanderer henceforth has the option to train any of the following Boundless skills. This works the same way as training the skills gained by the Boundless Step feature, except that requirements for these new skills might include having trained one of the skills from the Boundless Walk set.
{table=head]Name|Requirements|Description
Like a Monkey|Climb 17 ranks, “Surehanded” skill|You gain a Climb speed equal to your land speed. You can also perform a full attack action in mid-climb with your unarmed strike by hanging on to the wall with at least both hands and attacking with your feet.
Wallrun|Climb 19 ranks, Tumble 17|With a running start of at least 20 feet, you can use a full-round action to run up a wall at a minimum of 3x your base speed for one round. If you do not end the round standing on a horizontal surface, you can attempt to catch yourself with a successful Climb check (DC = wall's DC + 20). This can be used to scale even a flat vertical surface.
Double-Jump|Jump 17 ranks, Tumble 17 ranks|After performing a jump, you can push yourself off of thin air to perform another jump at its apex. The DC for the second jump is increased by 10. You can also use this skill when falling or rapidly moving through the air for any other reason. In this case, the DC of the Double-Jump depends on where you intend to jump relative to your momentum. If you jump in the same direction, the DC is as normal (Jump DC + 10). If you want to jump perpendicular to your momentum, the DC is 150% of the normal Double-Jump DC. If you go against your momentum, it increases to 200%. After performing a Double-Jump, you cannot use this skill again for another (3d4 – Con modifier) rounds.
Like a Dolphin|Swim 17 ranks, “Like a Frog” skill, Jump 15 ranks|You gain a swim speed equal to your base land speed. You can now also hold your breath 4 times as long as before, to a minimum of 4 rounds. In addition, you gain the ability to send yourself forward at great speed and perform a charge attack underwater. This charge attack can only be performed in a straight line, even if you can change direction during a charge on land.
[/table]
Soul Domain:
During the course of his long, long journey, the wanderer begins to grasp more and more the force within that drives him forward. Upon gaining 15th level, the wanderer's own soul begins to manifest as a source of magic. You now have a choice to make between several domains, of which you can choose one. The available Domains are Celerity, Competition, Craft, Dream, Emotion*, Family, Knowledge and Mind. Your choice should reflect the character as you have played him or her up to this point, and your DM may expect you to justify your choice.
Celerity is fitting for a passionate runner who loves the sensation of freedom, while one who chooses Competition might be in it for the physical superiority. Craft is the choice of one who creates, Dream is the choice of one who meditates. Emotion is the Domain of a hot-headed fighter for freedom out of an unbending lust for life, Family is the Domain of a nurturing, protective spirit who loves people more than anything. One who chooses Knowledge might love to explore the world, while one who chooses Mind might be more apt to explore the souls of its inhabitants. These are only examples, of course, as any choice is open to interpretation.
Unlike any of the Domain groups gained before, the newly acquired Domain stands alone as an independent "group". The wanderer can thus always prepare the spells from this domain along with any other domains he is preparing.
* The Emotion Domain is the same as the Wrath Domain.
Improved Evasion (Ex):
A battle-hardened wanderer is very hard to surprise. At 16th level, he gains Improved Evasion as the Monk class feature.
Manifest Soul:
At 17th level, the manifestation of the wanderer's Soul Domain is complete, and he henceforth gains the benefit of its Granted Power.
Freedom of Mind (Ex):
At 19th level, the wanderer's will for independence has grown to perfection. He is henceforth immune to all charm and compulsion effects.
Liberation Domain:
An extraordinarily powerful wanderer comes to embody the very essence of freedom itself. He now gains access to the Liberation Domain. Unlike the Domain Groups he has gained access to before, this is a singular Domain. However, it counts as a group of its own, so a wanderer can always choose to prepare it along with the domains from his other domain groups. The preparation may take many forms, but will generally involve thinking about his past travels and about what lies in the future.
Unbounded Soul:
A legendary wanderer has left behind the shackles of ordinary mortal existence. At 20th level, a wanderer gains a fly speed equal to his land speed with good maneuverability, by literally walking in the air. Unlike most creatures with good maneuverability, he has a minimum forward speed of half his speed and cannot hover. He also gains access to the following Boundless skills:
{table=head]Name|Requirements|Description
Sound of the Earth|Climb 23 ranks, Move Silently 5 ranks, Survival 5 ranks|You gain Tremorsense with a range of 40 feet whenever touching a solid surface with both of your bare hands or both of your bare feet.
Airdash|Jump 23 ranks, Tumble 19 ranks, “Double-Jump” skill|You can push yourself off of thin air and perform a charge attack in midair. If your attack hits, it deals double damage.
Like a Creature of the Deep|Swim 23 ranks, “Like a Dolphin” skill|You can breathe freely underwater.[/table]
In addition, his creature type changes to Outsider (local). He is now no longer subject to the penalties accrued by aging, but does gain the benefits of old age. He will still die when his time is up. Finally, he can henceforth use Freedom and Unbinding as spell-like abilities at a caster level of 12 by expending 13 of his magic points.
Ex-Wanderers
A wanderer who becomes lawful can no longer advance his wanderer magic, but does not lose anything he has learned so far. Only if an ex-wanderer comes to bitterly regret his former way of life, he loses the benefits of his wanderer spells, Dance of Battle, AC Bonus and Boundless skills.
A lawful wanderer who proceeds to multiclass as a monk can make his monk levels stack with his wanderer levels for the purpose of determining the damage of his unarmed strike, and may exchange his AC bonus with that of the monk. Once he has made this choice, however, he can never return to being a wanderer.