The Wanderer
WANDERER
Alignment: Any.
Hit Die: d6.
BAB: Medium
Saves: Good Fort, Good Reflex
Class Skills
The wanderer’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disguise (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Inspire (Cha), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Perform (Cha), Profession (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Swim (Str).
Skill Points: 6 + Int modifier
Class Features
All of the following are class features of the wanderer.
Weapon and Armor Proficiency: A wanderer is proficient with all simple weapons, three martial weapons, light and medium armor, and shields.
Wanderer Lore: A wanderer may make a special wanderer lore check with a bonus equal to his wanderer level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful wanderer lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bonus Feat: At 2nd level, a wanderer gets a bonus feat. The wanderer gains an additional bonus feat at 6th level and every four wanderer levels thereafter (10th, 14th, and 18th). A wanderer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Sudden Strike (Ex): If the wanderer can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever the target is denied her Dexterity bonus to AC against his attack (whether the target actually has a Dexterity bonus to Armor Class or not), the wanderer deal an extra 1d6 points of damage with his attack. The extra damage increases +1d6 every four wanderer levels after 3rd (7th, 11th, 15th, and 19th).
Ranged attacks count as sudden strikes only if the target is within 30 feet; a wanderer can't strike with deadly accuracy from beyond this range.
Uncanny Dodge (Ex): Starting at 4th level, a wanderer can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a wanderer already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A wanderer of 8th level or higher can no longer be flanked.
This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more wanderer levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum wanderer level required to flank the character.
Special Abilities: On attaining 5th level, and at every four levels thereafter (9th, 13th, and 17th), a wanderer gains a special ability of his choice from among the following options.
Crippling Strike (Ex): A wanderer with this ability can sudden strike attack opponents with such precision that his/his blows weaken and hamper them. An opponent damaged by one of his/his sudden strike attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The wanderer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wanderer can attempt to roll with the damage. To use this ability, the wanderer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute a defensive roll—if he is denied his/his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the wanderer’s evasion ability does not apply to the defensive roll.
Evasion (Ex): The wanderer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the wanderer is wearing light armor or no armor. A helpless wanderer does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the wanderer still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless wanderer does not gain the benefit of improved evasion. A Wanderer must take Evasion before he can take Improved Evasion.
Opportunist (Ex): Once per round, the wanderer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the wanderer’s attack of opportunity for that round. Even a wanderer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The wanderer becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent his from doing so. A wanderer may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the wanderer’s ability to wriggle free from magical effects that would otherwise control or compel his. If a wanderer with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Feat: A wanderer may gain a bonus feat in place of a special ability.
Luck: Wanderers are lucky by nature and often their luck saves them in dangerous circumstances. Once per day, a wanderer can use his luck ability to re-roll any one attack, save, or luck-related check. The wanderer must take the new result, even if it is worse than the original result. Every four levels after 12th (16th, 20th) the wanderer can use Luck one additional time per day.