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Illustration by Arthur Rackham (1867 - 1939) to Richard Wagner's Siegfried.

Illustration by Arthur Rackham (1867 - 1939) to Richard Wagner's Siegfried.

From D&D Wiki
Author(s): raverrn
Date Created: 2009-04-24

Wanderers are a rare breed. Few creatures are willing to walk the world for months or years at a time, perhaps with companions, but never with a home, never with more possessions than they can carry. Those who can, however, discover a ancient power easily harnessed and overwhelming in scale.

No one knows what drives these wanderers, but there are many suggestions. Some say they are kept alive by fate itself, driven toward great events. Some say they have found Ao. Others say there are ancient paths, older than any race, and in their desire to be remembered they call out. Whatever the source, wanderers are rarely seen and even more rarely trifled with.

Becoming a Wanderer

To become a wanderer one must renounce home, family, and anything else that may tie him to one spot. Wanderers, by their nature, can be of any alignment. Good wanderers have a tendency to show up exactly when needed - a savior silhouetted on the horizon. Evil wanderers are as destructive as they are random; more a force of nature than anything else.

Entry Requirements Skills: Knowledge (Geography) 8 Ranks

Feats: Endurance, Self-Sufficient

Hit Die: d8

The Wanderer

  Saving Throws  
Level Base Attack Bonus Fort Ref Will Special
1st +0 +2 +2 +2 One with the Road, Always Moving, Mind in Motion
2nd +1 +3 +3 +3 Road to Ruin
3rd +2 +3 +3 +3 Travel the Path
4th +3 +4 +4 +4 One Step
5th +3 +4 +4 +4 Sure Footing
6th +4 +5 +5 +5 Planar Path
7th +5 +5 +5 +5 Ageless
8th +6 +6 +6 +6 Highway to the Danger Zone
9th +6 +6 +6 +6 Frequent Step
10th +7 +7 +7 +7 Eternal

Class Skills (4 + Intelligence modifier per level)
Balance (Dexterity), Climb (Strength), Diplomacy (Charisma), Escape Artist (Dexterity), Gather Information (Charisma), Jump (Strength), Knowledge (all skills taken individually) (Intelligence), Listen (Wisdom), Sense Motive (Wisdom), Spot (Wisdom), Survival (Wisdom), Swim (Strength), Tumble (Dexterity)

One with the Road (Ex): A wanderer's powers are tied to himself and to the paths he travels - they are powerful but fragile. A wanderer who rides an animal, cart, boat, or other form of conveyance loses all abilities granted by this class for 24 hours. A wanderer who willingly owns a house or land, has a family (spouse and children, not parents and siblings), or travels for more than a week with a medium or heavy load loses all abilities granted by this class until she has renounced these and sought an Atonement spell.

Always Moving (Ex): It is almost impossible to stop someone who has traveled so far for so long. Wanderers ignore the fatigued and exhausted conditions, and can never be dazed, paralyzed, or petrified.

Mind in Motion (Ex): Touching the mind of one so strangely gifted can be an incredible or frightening experience. If the wanderer ever makes a successful Will save against a spell or spell-like ability, the caster must make an identical save or be dazed for one round.

Road to Ruin (Ex): The wanderer may focus his power into mighty blows. When he charges he gains an additional +1 to hit and damage for each 5 feet he moves, to a maximum bonus of his class level. This bonus only applies to the first attack he makes in that round and is considered an insight bonus.

Travel the Path (Ex): By 3rd level the wanderer has traveled more than most, but more importantly he has learned - both from the people and the journeys themselves. A wanderer may, with 24 hours of travel, appear just outside any destination on the same plane as he is. The Wanderer does not eat or sleep during this travel and is safe from any hazards. The wanderer may double the time required and take a number of creatures with him equal to his Wisdom modifier, or take four times as long and guide double his Wisdom modifier. In addition, the wanderer is immune to the maze spell.

One Step (Ex): With just one step a wanderer can travel farther than a bowshot - in combat he is a terrible motion. As a move action a Wanderer may teleport with the same effect as a dimension door spell. The maximum range he can move is 50 feet + 10 per class level and he may use this ability up to his class level + his Wisdom modifier times per day. Note that this is an extraordinary ability - it does not provoke an attack of opportunity and may still be used in an antimagic field or when planar travel is blocked.

Sure Footing (Ex): The wanderer does not provoke attacks of opportunity for leaving a threatened square. In addition, the wanderer moves at full speed regardless of surface conditions he is traveling on (ice, oil, difficult terrain, etc.).

Planar Path (Ex): At 6th level the time it takes a wanderer to Travel the Path is reduced to 12 hours, and he may choose a destination on any plane.

Ageless (Ex): A 7th level wanderer has become so infused with energy and knowledge that she physically changes. At 7th Level the Wanderer's type changes to fey. As long as the wanderer continues to travel, she does not age normally or magically, and is immune to ability damage and ability drain.

Highway to the Danger Zone (Ex): The wanderer becomes even more adept at movement, striking blows that seem to split the air itself. As a full-round action he may use One Step followed by one attack against an adjacent enemy, adding +1 to hit and damage for each 5 feet he teleported to a maximum of twice his class level. The target is considered flat-footed for this attack.

Frequent Step (Ex): A 9th-level wanderer may use One Step a number of times per day equal to his level plus triple his Wisdom modifier.

Eternal (Ex): Not even the afterlife can hold the wanderer for long. If the wanderer is killed and not raised within 12 hours, he must choose a destination, appearing there exactly as if using Walk the Path, with no equipment save clothing. In addition, the wanderer's soul is immune to entrapment of any kind (such as soul bind, Trap the Soul, or Magic Jar) and all such effects fails automatically.

Campaign Information

Playing a Wanderer

Religion: Wanderers span the spectrum of religious worship - often maintaining the the same deity they served before the powerful events that started them wandering. Others have given up on faith, instead focused on the tasks and trails at hand.

Other Classes: Although wanderers are traditionally found alone, they can fit in well with many adventuring parties - provided they remain mobile. Wanderers are not all loners or introverts - some enjoy companionship, and any friends that can accommodate such an unusual lifestyle are close indeed.

Combat: Wanderers typically play a flanking or disruptive role in combat. They are extraordinarily hard to pin down and usually take the opportunity to strike at enemies thinking themselves safe at distance or behind others. A wanderer does have to be careful not to become overextended.

Advancement: monk abilities tend to be the most useful when combined with the unarmed and movement abilities of the Wanderer. Still, most classes stand to gain at least something - the ability to quickly close with or flee from enemies should not be underestimated.

Wanderers in the World

Wanderers travel the world for their entire lives - and perhaps beyond. This journey has no destination as they allow themselves to explore where the next road will take them. The Wanderer does not, however, lead an entirely peaceful life - through the guidance of unseen forces or their own actions they are drawn to the great and calamitous events of their times.


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