Thanks for the feedback.
From the WotBS campaign guide:
For every hundred feet (or fraction thereof) you teleport at a time, you take 1d6 points of fire damage, to a maximum of 40d6. Average damage is 140, just slightly more than protection from energy can help against, making long-distance teleportation difficult and dangerous.
One factor to bear in mind is that, from a campaign design standpoint, the PCs will only really have contact with the Wayfarers starting at level 5, and so I actually do want anyone who is interested in joining the class to be able to do so easily. Adventure 3 -
Shelter from the Storm - in which the PCs first interact with the wayfarers, starts at level 5 and bumps to level 6. I suppose I might switch it so that PCs who come in at 5th will likely have to use their 6th level to meet any niggling requirements, and then they can take the class at the end of the adventure, as they reach 7th.
Dimension door as a 1st level ability is no better than the Eberron Lesser Dragonmark of Passage, and Teleport itself isn't a broken spell. It doesn't make you stronger. It just changes the paradigm of the game a bit. Perhaps if I changed it so you had to spend one whole minute to teleport this way, it would cut down on the abuse of 'teleportation getaway.'
My goal is to put the PCs in a position to get around and talk to their allies quickly, giving the players much more freedom regarding how they deal with the challenges of the war. If anything, I see teleport being abused the least, especially because of the oath restriction.
I understand that wayfarer's step is something not available in the core rules, but I don't see why you think it is 'crazy broken' at 1st level. At low levels, it takes you basically a full round action to teleport a distance of 15 to 30 ft. It's seldom more useful than just moving.
Abduct's DC would be whatever the save DC for your spell would be, so 15 + Int/Cha for teleport.
If anything, I thought this class might be underpowered. If you compare, say, a rogue 5/wayfarer 2 to a rogue 7, the rogue 7 is dealing more damage and hitting more often. The wayfarer gets a few spells that mostly just help the party, plus some mobility boosts he can use in combat.
Of course, if other people have the same opinion, I'll change it, but as is I don't think it's broken. I do agree, though, that mass teleport and the extra passengers don't work together well. I need to find something else. I would like a nice fun capstone ability for the class.