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The WANDERER
Alignment: Any.
Hit Die: d8.
Class Skills
The wanderer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
BAB, saves, and spells as druid.
Class Features
All of the following are class features of the wanderer.
Weapon and Armor Proficiency: Wanderers are proficient with simple weapons, and light and medium armor, but not with shields.
Spells: A wanderer casts divine spells, which are drawn from the wanderer spell list. A wanderer must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the wanderer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer’s spell is 10 + the spell level + the wanderer’s Wisdom modifier.
Like other spellcasters, a wanderer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wanderer. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A wanderer prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A wanderer may prepare and cast any spell on the wanderer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Bonus Languages: A wanderer’s bonus language options change to any, besides secret languages, such as Druidic.
Empathy (Ex): A wanderer can improve the attitude of a creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wanderer rolls 1d20 and adds her wanderer level -2 and her Charisma modifier to determine the empathy check result.
To use empathy, the wanderer and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with Diplomacy, it might take more or less time.
A wanderer gains a +4 bonus to the check when using empathy on creatures that the wanderer shares a language with.
Companion (Ex): A wanderer may gain a travelling companion at 3rd level. This companion can be of any race that does not cast spells, have spell-like abilities, or advance by character class. A 3rd level wanderer can have a companion of up to CR 3. At every level divisible by 3, the companion is advanced by 2 CRs. A companion is not attached to the wanderer in any way, and if its attitude ever drops to unfriendly or hostile, it will immediately leave or attempt retribution for its treatment, whichever is appropriate. A wanderer can only have 1 companion at a time, but can dismiss an active companion, or gain a new one, at any time. a wanderer can designate any eligible creature that has an attitude of friendly or better as its companion.
Tireless Traveller: At 7th level, a wanderer gains immunity to fatigue and fatigue effects. Any effect that would make a wanderer exhausted makes them fatigued instead.
Sleepless Traveller: At 11th level, a wanderer no longer needs to sleep, and becomes immune to all sleep effects.
A Thousand Faces (Ex): At 15th level, a wanderer gains the ability to change her appearance at will, as if using the alter self spell. This process takes 1 minute, as the wanderer's features physically reshape themselves. The wanderer heals as if she had rested for one day when using this ability.
Timeless Traveller (Ex): After attaining 20th level, a wanderer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, but the wanderer no longer dies of old age.