unosarta
2011-01-26, 11:05 PM
The Wanderer
http://fc07.deviantart.net/fs28/f/2008/064/0/8/Nomad_by_EltonFernandes.jpg
The Wanderer is a nomad, a wanderer, and an outcast. A wanderer is first and foremost one who travels, one who trips, and one who does not stay in one place. The Wanderer seeks something, out there. Out in the wilds. Out on the road.
The wanderer does not know where he wanders. He does not seek to know, or feel an urge to know. He simply knows that he must wander. The wanderer seeks to feel the wind on his open cheek, and see the miles stretch out before him. The wanderer does not care for life, knowing that is it only the beginning of the journey, and does not fear death, knowing that it is not the end, but merely a continuation.
The wanderer does not worry about where the road takes him. He does not worry about what he does in his life. He does not worry about the dangers that face him, or the accomplishments that he has been awarded. The road is enough. The feel of his feet on a well trodden path. The feel of his aching bones as they seek new ground. The feel of his worn shoes, on rock, and grass, and trees. The feel of the life that he lives as he pounds it out, every day in the world around him.
The wanderer does not fear danger. Danger finds him, as it finds all. The road that everyone walks is dangerous, filled with peril and death, filled with hate and destruction. The wanderer veers off of that path, and onto a different one, with different dangers.
The one thing that the wanderer fears is not death, or pain. It is nonmotion. The quality of being stuck, alone, afraid, on a path none have traveled. This is his greatest fear.
http://fc05.deviantart.net/images/i/2003/49/e/2/Nomad.jpg
BECOMING A WANDERER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Mobility, Dodge, Endurance, Combat Reflexes
Skills: Survival 3 ranks, Knowledge (Geography) 3 ranks
Class Skills
The Wanderer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope(Dex).
Skills Points at Each Level: 4 + Intelligence modifier
Hit Dice: d8
http://th01.deviantart.net/fs71/PRE/i/2010/067/6/7/nomad_lion_by_nightrhino.jpg
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Wanderlust, Armor Bonus
2nd|
+2|
+0|
+3|
+0|Wandering Strike +1d10, Diverge 1/day
3rd|
+3|
+1|
+3|
+1|Dissemble (Ally)
4th|
+4|
+1|
+4|
+1|Wandering Strike +2d10
5th|
+5|
+1|
+4|
+1|Footloose, Diverge 2/day
6th|
+6|
+2|
+5|
+1|Shambling Dodge
7th|
+7|
+2|
+5|
+1|Dissemble (Enemy), Wandering Strike +3d10
8th|
+8|
+2|
+6|
+1|Soul Slip, Diverge 3/day
9th|
+9|
+3|
+6|
+1|Swift Feet
10th|
+10|
+3|
+7|
+1|Wandering Strike +4d10, Wandering One[/table]
http://fc00.deviantart.net/fs31/i/2008/226/a/6/Nomad_by_bittersweetvenom.jpg
Weapon Proficiencies: The Wanderer gains no proficiency with any weapons. The road he follows leaves no room to learn of weapons.
Wanderlust (Su): The Wanderer may, as a swift action, roll a d4, and add up to his class level to the roll. He moves the result of that roll, times five feet, in any direction chosen after the roll. This effect is a teleportation effect, and ignores any rough terrain or impediments. If the Wanderer lands in an area currently occupied by solid matter, he is shunted to the closest nearby area that is not occupied by anything. He takes 2 damage per five feet moved away from the target destination in this way. At fifth level, he may use Dimension Door, as the spell-like ability, instead of rolling, but must wait 1d4 rounds before using it or his Wanderlust ability again. At seventh level, he may use the Dimension Door as a swift action, still with the 1d4 rounds. At tenth level, he no longer must wait 1d4 rounds after using Dimension Door in this way. His caster level for these effects is equal to his hit dice, and using Dimension Door in this way does not automatically end his turn.
Armor Bonus (Ex): The Wanderer adds his Wisdom modifier to his Armor Class. He retains the bonus while flatfooted, but loses it if he is unable to move or unconscious, or when he wears armor heavier than light armor.
Wandering Strike: Starting at second level, after teleporting, or using his Wanderlust ability, all attacks the Wanderer makes in the next round deal an additional 1d10 damage. This damage increases to 2d10 at fourth level, and increases by 1d10 every three levels thereafter (3d10 at seventh level, 4d10 at tenth level).
Diverge (Su): Starting at second level, the Wanderer may, as a full round action, Teleport or Planeshift, as the spell, with an effective caster level equal to his hit dice. He may use this ability twice per day at fifth level, and an additional time per day at eighth level.
Dissemble (Su): Starting at third level, the Wanderer may teleport an ally with a touch. He must roll a 1d4 ands adds up to his class level to the roll, and the ally moves the result of that roll times 5 feet in any direction, the direction being chosen after the roll. If they choose to end up in a solid object they move to the area that is nearest to the ally and to the Wanderer. At seventh level, the Wanderer may use this ability to teleport enemies in the same way, but enemies may make a Will save (DC 10 + Wanderer levels + Wisdom modifier) to move only half of the distance, and take 1d6 damage per five feet they move regardless, and take 1d6 damage per 5 feet they must move if they end up in a solid object. The Wanderer must make a touch attack against the enemy in order to make them teleport in this way.
Footloose (Ex): Starting at fifth level, whenever the Wanderer teleports within reach of an enemy, he may automatically make a trip attempt against that enemy, and he substitutes his Wisdom modifier for strength or dexterity in the Strength or Dexterity modifier made to trip the opponent, as well as the distance traveled with the teleport effect divided by ten.
Shambling Dodge (Ex): Starting at sixth level, the Wanderer may gain a 20% miss chance against all attacks made against him for one round, every time he teleports or uses his Wanderlust ability.
Soul Slip (Su): Starting at eighth level, the Wanderers body becomes less and less real, and as he travels around his form slowly starts to melt away. The Wanderer may, as a move action, after teleporting or using his Wanderlust ability, become ethereal for 3 rounds. He must wait 1d4 rounds after the effect fades before using this ability again.
Swift Feet: Starting at ninth level, the Wanderer may use his wanderlust ability as an Immediate action.
Wandering One (Su): Starting at tenth level, the Wanderer becomes an immortal paragon of the road, endlessly traveling and moving on. He gains the Outsider type, native to the Wandering Road, but may be resurrected as a normal humanoid. If he is banished, he is automatically teleported to the nearest road, but may return to the location of his banishment as a full round action that does not provoke attacks of opportunity. Because he is a native outsider to the Wandering Road, he may never become a Kith while wandering upon it.
http://fc07.deviantart.net/fs8/i/2005/319/5/d/Quest_Cards__Nomad_Discoverer_by_Gold_Seven.jpg
PLAYING A WANDERER
Wanderers are mainly skirmishing light combatants. They can use their abilities in heavier armor, but lose a few bonuses. They also tend to weave across the battlefield fairly haphazardly, and without major thought or strategy (mainly because of the Wanderlust ability, which is mostly random, and can assign the character to go anywhere from 10 feet to 40 feet, based on a roll).
Combat: The wanderer’s combat style depends mostly on what classes he took before becoming a Wanderer. If he was a monk, he might focus on mobility and tripping, whereas if he were a rogue, he might focus on mobility and getting in position for sneak attacks, combining Wandering Strike with Sneak Attack. Most if not all of those who are Wanderers, though, are very mobile in combat, through both teleportation and physical movement.
Advancement: A very good option in the way of classes is the Scout (CAdv) base class. Getting that little extra bit of mobility is always useful, and Scout abilities compliment the abilities of the Wanderer very well. Most any PrC that also increases the Wanderer’s effective mobility is also a good one for the character.
Resources: Wanderers tend to be loners, wandering alone or with limited company. At the very least, they do not wander with others of the class usually, since their erratic speeds make them hard to keep up with.
http://th01.deviantart.net/fs39/PRE/f/2008/323/2/0/desert_nomad_by_salamandersoup.png
WANDERERS IN THE WORLD
Never mess with Goath. Never touch his things. Never remove his bindings. Never try to tie his feet. Never watch him dance. Never listen to him sing. Never watch him wander a road. Never look directly into his eyes. Most of all, do not, under any circumstances, try to fight him.
Quiren Farll, captain of the guard, to his recruits, of Goath of The Road, the traveller who comes at night and follows the darkened path.
The Wanderers are viewed as a group of hermits, loners and recluses, who travel the land in search of something. This lack of a purpose infuriates many, and scares an equal number.
Daily Life: Because Wanderers are so unique in lifestyle, and because they do not follow a single discipline generally, they rarely if ever have a single unifying characteristic in their lifestyles. Many feel a great urge to travel, and see all that they can, but some do not.
Notables: Goath, of The Road, Singer in the Night, and Follower of the Darkened Path is a very famous and widely regarded Wanderer, and he is said to visit every town and every village once a month in the entire countryside.
Organizations: Traveler’s guilds tend to be very open to Wanderers, as long as they do not ignore the rules that are set up for them. Thieves guilds are also known to welcome and employ many Wanderers who partake in the darker path.
http://fc00.deviantart.net/fs6/i/2005/037/9/2/Nomad_by_Pechu.jpg
NPC Reaction
Many NPCs do not have a negative or positive reaction towards Wanderers. Wanderers tend to be rare, and they fade into the background of a crowd, and disappear at often the most inopportune moments. They tend to be very reclusive and unsociable, and therefore do not partake to be remembered by many people. The most famous of the Wanderers are famous for their deeds alone, and not their sparkling wit or intelligence, or their great strength or fortitude.
http://th02.deviantart.net/fs71/PRE/i/2010/271/b/2/nomad_by_keomega-d2zp155.jpg
WANDERERS IN THE GAME
Wanderers tend to be tier 4 or very low tier 3. They do not have the complex options or abilities of many tier 3 classes, and this fact is compounded by the fact that they are mostly used and entered by tier 3 or 4 classes, means that they will often be less versatile than other party members. But they do have some out of combat abilities, and their in combat options tend to be fairly open ended.
Adaptation: The fluff for Wanderers is fairly mutable, and any thieves association could have this class based on their principles, or a corps of Ghost Soldiers that uses the teleportation for effective combat movement.
Encounters: Many encounters with Wanderers will begin peaceful, unless the Wanderer is especially violent. They will escalate, and then the Wanderer will either begin teleporting around, attacking party members at his or her discretion, or he will escape, to attack the party again with ambushes and guerrilla maneuvers.
http://fc03.deviantart.net/fs70/f/2010/312/5/4/glatorian_nomad____crack_by_zennia_jorra-d32h5vk.jpg
The Wandering Road
http://www.thewanderingroad.com/The_Wandering_Road/Home_files/shapeimage_1.png
The Wandering Road.
The Wandering Road is a demiplane located within the plane of shadow. It is the plane of travelers and traveling, and those that live there are constantly moving. The road goes on forever, and does not stop ever. The landscape on the side of the road is constantly changing, from lava and darkened skies to green fields and clouds, to deep, thick forests. Those that walk the Wandering Road often do not return for many years, watching the landside and wandering the road.
Some travel the road intentionally, running away from their troubles, and their lives. Some are torn from their lives and deposited on the road. Some spend their lives wandering, and simply wander onto the road. One thing connects them all. The Road.
Those that wander the road do not ever see another living being. The road separates itself and forces them to be alone, to wander aimlessly. The Road hedges them out.
The only danger on the Road are the Kith. The Kith are those that the Road has driven over the edge, past the brink, insane. The Kith also wander, but never aimlessly. They can smell others on the road, and they can taste their fear, and their wonder. The Kith eat the dreams of the wanderers, and turn them into mindless things, zombies on the Road. Eventually, those mindless beings are taken over by the Road, and become Kith themselves.
Kith
Kith is an acquired template, given to creatures who spend too much time on the road. The Kith may be of any type or subtype, but must spend at least 3 years traveling the road before becoming a Kith.
Special Qualities
The Kith gains Scent as an extraordinary ability.
Follow the Road (Ex): the Kith may never leave the Road. If it is teleported off the Road, it immediately dies, no save. It disintegrates, and may not be raised for any reason.
Traveler’s Scent (Su): The Kith can find and scent out travelers on the Road, and may enter their version of the Road as a standard action. It can detect any travelers within 10 feet automatically, and can scent for them as normal, but takes a -8 penalty to the Survival check needed to track creatures.
Special Attacks
Wander (Su): The Kith may force their target to Wander. As a standard action, they may force an opponent to make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or be teleported up to 20 feet in any direction. That target must roll a 1d4 the next round, and the result of the die determines the direction that the target travels (1 is forward, 2 is backward, 3 is to the right, and 4 is to the left) for another 20 feet. This effect continues for 3 rounds. During this time, the target gains a 20% miss chance on all attacks they make.
Dimension Rip (Su): By tearing the dimensional forces of the Road, the Kith may create a hole in space located on the target as a standard action. That target must make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or take 2d6 damage, every time they attempt to move. They must make a Will save every time they try to move (DC 10 + 1/2 Hit Dice + Dexterity) or be stuck. If they make the Will save, they take 5d6 damage, and are free from the rip in space.
Abilities
The Kith gains a +8 bonus to its Dexterity score, and a +4 bonus to Strength and Constitution.
Size and Type
The Kith’s type becomes outsider, native to the Wandering Road, and its size increases by one category.
Initiative
The Kith gains a +4 bonus to initiative from the Dexterity increase, and also gains a +4 racial bonus to initiative.
Speed
The Kith’s movement speeds increase by 30 feet.
Armor Class
The Kith gains a +6 Dodge bonus to Armor Class.
Challenge Rating
The Kith’s challenge rating increases by +5.
http://fc07.deviantart.net/fs28/f/2008/064/0/8/Nomad_by_EltonFernandes.jpg
The Wanderer is a nomad, a wanderer, and an outcast. A wanderer is first and foremost one who travels, one who trips, and one who does not stay in one place. The Wanderer seeks something, out there. Out in the wilds. Out on the road.
The wanderer does not know where he wanders. He does not seek to know, or feel an urge to know. He simply knows that he must wander. The wanderer seeks to feel the wind on his open cheek, and see the miles stretch out before him. The wanderer does not care for life, knowing that is it only the beginning of the journey, and does not fear death, knowing that it is not the end, but merely a continuation.
The wanderer does not worry about where the road takes him. He does not worry about what he does in his life. He does not worry about the dangers that face him, or the accomplishments that he has been awarded. The road is enough. The feel of his feet on a well trodden path. The feel of his aching bones as they seek new ground. The feel of his worn shoes, on rock, and grass, and trees. The feel of the life that he lives as he pounds it out, every day in the world around him.
The wanderer does not fear danger. Danger finds him, as it finds all. The road that everyone walks is dangerous, filled with peril and death, filled with hate and destruction. The wanderer veers off of that path, and onto a different one, with different dangers.
The one thing that the wanderer fears is not death, or pain. It is nonmotion. The quality of being stuck, alone, afraid, on a path none have traveled. This is his greatest fear.
http://fc05.deviantart.net/images/i/2003/49/e/2/Nomad.jpg
BECOMING A WANDERER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Mobility, Dodge, Endurance, Combat Reflexes
Skills: Survival 3 ranks, Knowledge (Geography) 3 ranks
Class Skills
The Wanderer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope(Dex).
Skills Points at Each Level: 4 + Intelligence modifier
Hit Dice: d8
http://th01.deviantart.net/fs71/PRE/i/2010/067/6/7/nomad_lion_by_nightrhino.jpg
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Wanderlust, Armor Bonus
2nd|
+2|
+0|
+3|
+0|Wandering Strike +1d10, Diverge 1/day
3rd|
+3|
+1|
+3|
+1|Dissemble (Ally)
4th|
+4|
+1|
+4|
+1|Wandering Strike +2d10
5th|
+5|
+1|
+4|
+1|Footloose, Diverge 2/day
6th|
+6|
+2|
+5|
+1|Shambling Dodge
7th|
+7|
+2|
+5|
+1|Dissemble (Enemy), Wandering Strike +3d10
8th|
+8|
+2|
+6|
+1|Soul Slip, Diverge 3/day
9th|
+9|
+3|
+6|
+1|Swift Feet
10th|
+10|
+3|
+7|
+1|Wandering Strike +4d10, Wandering One[/table]
http://fc00.deviantart.net/fs31/i/2008/226/a/6/Nomad_by_bittersweetvenom.jpg
Weapon Proficiencies: The Wanderer gains no proficiency with any weapons. The road he follows leaves no room to learn of weapons.
Wanderlust (Su): The Wanderer may, as a swift action, roll a d4, and add up to his class level to the roll. He moves the result of that roll, times five feet, in any direction chosen after the roll. This effect is a teleportation effect, and ignores any rough terrain or impediments. If the Wanderer lands in an area currently occupied by solid matter, he is shunted to the closest nearby area that is not occupied by anything. He takes 2 damage per five feet moved away from the target destination in this way. At fifth level, he may use Dimension Door, as the spell-like ability, instead of rolling, but must wait 1d4 rounds before using it or his Wanderlust ability again. At seventh level, he may use the Dimension Door as a swift action, still with the 1d4 rounds. At tenth level, he no longer must wait 1d4 rounds after using Dimension Door in this way. His caster level for these effects is equal to his hit dice, and using Dimension Door in this way does not automatically end his turn.
Armor Bonus (Ex): The Wanderer adds his Wisdom modifier to his Armor Class. He retains the bonus while flatfooted, but loses it if he is unable to move or unconscious, or when he wears armor heavier than light armor.
Wandering Strike: Starting at second level, after teleporting, or using his Wanderlust ability, all attacks the Wanderer makes in the next round deal an additional 1d10 damage. This damage increases to 2d10 at fourth level, and increases by 1d10 every three levels thereafter (3d10 at seventh level, 4d10 at tenth level).
Diverge (Su): Starting at second level, the Wanderer may, as a full round action, Teleport or Planeshift, as the spell, with an effective caster level equal to his hit dice. He may use this ability twice per day at fifth level, and an additional time per day at eighth level.
Dissemble (Su): Starting at third level, the Wanderer may teleport an ally with a touch. He must roll a 1d4 ands adds up to his class level to the roll, and the ally moves the result of that roll times 5 feet in any direction, the direction being chosen after the roll. If they choose to end up in a solid object they move to the area that is nearest to the ally and to the Wanderer. At seventh level, the Wanderer may use this ability to teleport enemies in the same way, but enemies may make a Will save (DC 10 + Wanderer levels + Wisdom modifier) to move only half of the distance, and take 1d6 damage per five feet they move regardless, and take 1d6 damage per 5 feet they must move if they end up in a solid object. The Wanderer must make a touch attack against the enemy in order to make them teleport in this way.
Footloose (Ex): Starting at fifth level, whenever the Wanderer teleports within reach of an enemy, he may automatically make a trip attempt against that enemy, and he substitutes his Wisdom modifier for strength or dexterity in the Strength or Dexterity modifier made to trip the opponent, as well as the distance traveled with the teleport effect divided by ten.
Shambling Dodge (Ex): Starting at sixth level, the Wanderer may gain a 20% miss chance against all attacks made against him for one round, every time he teleports or uses his Wanderlust ability.
Soul Slip (Su): Starting at eighth level, the Wanderers body becomes less and less real, and as he travels around his form slowly starts to melt away. The Wanderer may, as a move action, after teleporting or using his Wanderlust ability, become ethereal for 3 rounds. He must wait 1d4 rounds after the effect fades before using this ability again.
Swift Feet: Starting at ninth level, the Wanderer may use his wanderlust ability as an Immediate action.
Wandering One (Su): Starting at tenth level, the Wanderer becomes an immortal paragon of the road, endlessly traveling and moving on. He gains the Outsider type, native to the Wandering Road, but may be resurrected as a normal humanoid. If he is banished, he is automatically teleported to the nearest road, but may return to the location of his banishment as a full round action that does not provoke attacks of opportunity. Because he is a native outsider to the Wandering Road, he may never become a Kith while wandering upon it.
http://fc07.deviantart.net/fs8/i/2005/319/5/d/Quest_Cards__Nomad_Discoverer_by_Gold_Seven.jpg
PLAYING A WANDERER
Wanderers are mainly skirmishing light combatants. They can use their abilities in heavier armor, but lose a few bonuses. They also tend to weave across the battlefield fairly haphazardly, and without major thought or strategy (mainly because of the Wanderlust ability, which is mostly random, and can assign the character to go anywhere from 10 feet to 40 feet, based on a roll).
Combat: The wanderer’s combat style depends mostly on what classes he took before becoming a Wanderer. If he was a monk, he might focus on mobility and tripping, whereas if he were a rogue, he might focus on mobility and getting in position for sneak attacks, combining Wandering Strike with Sneak Attack. Most if not all of those who are Wanderers, though, are very mobile in combat, through both teleportation and physical movement.
Advancement: A very good option in the way of classes is the Scout (CAdv) base class. Getting that little extra bit of mobility is always useful, and Scout abilities compliment the abilities of the Wanderer very well. Most any PrC that also increases the Wanderer’s effective mobility is also a good one for the character.
Resources: Wanderers tend to be loners, wandering alone or with limited company. At the very least, they do not wander with others of the class usually, since their erratic speeds make them hard to keep up with.
http://th01.deviantart.net/fs39/PRE/f/2008/323/2/0/desert_nomad_by_salamandersoup.png
WANDERERS IN THE WORLD
Never mess with Goath. Never touch his things. Never remove his bindings. Never try to tie his feet. Never watch him dance. Never listen to him sing. Never watch him wander a road. Never look directly into his eyes. Most of all, do not, under any circumstances, try to fight him.
Quiren Farll, captain of the guard, to his recruits, of Goath of The Road, the traveller who comes at night and follows the darkened path.
The Wanderers are viewed as a group of hermits, loners and recluses, who travel the land in search of something. This lack of a purpose infuriates many, and scares an equal number.
Daily Life: Because Wanderers are so unique in lifestyle, and because they do not follow a single discipline generally, they rarely if ever have a single unifying characteristic in their lifestyles. Many feel a great urge to travel, and see all that they can, but some do not.
Notables: Goath, of The Road, Singer in the Night, and Follower of the Darkened Path is a very famous and widely regarded Wanderer, and he is said to visit every town and every village once a month in the entire countryside.
Organizations: Traveler’s guilds tend to be very open to Wanderers, as long as they do not ignore the rules that are set up for them. Thieves guilds are also known to welcome and employ many Wanderers who partake in the darker path.
http://fc00.deviantart.net/fs6/i/2005/037/9/2/Nomad_by_Pechu.jpg
NPC Reaction
Many NPCs do not have a negative or positive reaction towards Wanderers. Wanderers tend to be rare, and they fade into the background of a crowd, and disappear at often the most inopportune moments. They tend to be very reclusive and unsociable, and therefore do not partake to be remembered by many people. The most famous of the Wanderers are famous for their deeds alone, and not their sparkling wit or intelligence, or their great strength or fortitude.
http://th02.deviantart.net/fs71/PRE/i/2010/271/b/2/nomad_by_keomega-d2zp155.jpg
WANDERERS IN THE GAME
Wanderers tend to be tier 4 or very low tier 3. They do not have the complex options or abilities of many tier 3 classes, and this fact is compounded by the fact that they are mostly used and entered by tier 3 or 4 classes, means that they will often be less versatile than other party members. But they do have some out of combat abilities, and their in combat options tend to be fairly open ended.
Adaptation: The fluff for Wanderers is fairly mutable, and any thieves association could have this class based on their principles, or a corps of Ghost Soldiers that uses the teleportation for effective combat movement.
Encounters: Many encounters with Wanderers will begin peaceful, unless the Wanderer is especially violent. They will escalate, and then the Wanderer will either begin teleporting around, attacking party members at his or her discretion, or he will escape, to attack the party again with ambushes and guerrilla maneuvers.
http://fc03.deviantart.net/fs70/f/2010/312/5/4/glatorian_nomad____crack_by_zennia_jorra-d32h5vk.jpg
The Wandering Road
http://www.thewanderingroad.com/The_Wandering_Road/Home_files/shapeimage_1.png
The Wandering Road.
The Wandering Road is a demiplane located within the plane of shadow. It is the plane of travelers and traveling, and those that live there are constantly moving. The road goes on forever, and does not stop ever. The landscape on the side of the road is constantly changing, from lava and darkened skies to green fields and clouds, to deep, thick forests. Those that walk the Wandering Road often do not return for many years, watching the landside and wandering the road.
Some travel the road intentionally, running away from their troubles, and their lives. Some are torn from their lives and deposited on the road. Some spend their lives wandering, and simply wander onto the road. One thing connects them all. The Road.
Those that wander the road do not ever see another living being. The road separates itself and forces them to be alone, to wander aimlessly. The Road hedges them out.
The only danger on the Road are the Kith. The Kith are those that the Road has driven over the edge, past the brink, insane. The Kith also wander, but never aimlessly. They can smell others on the road, and they can taste their fear, and their wonder. The Kith eat the dreams of the wanderers, and turn them into mindless things, zombies on the Road. Eventually, those mindless beings are taken over by the Road, and become Kith themselves.
Kith
Kith is an acquired template, given to creatures who spend too much time on the road. The Kith may be of any type or subtype, but must spend at least 3 years traveling the road before becoming a Kith.
Special Qualities
The Kith gains Scent as an extraordinary ability.
Follow the Road (Ex): the Kith may never leave the Road. If it is teleported off the Road, it immediately dies, no save. It disintegrates, and may not be raised for any reason.
Traveler’s Scent (Su): The Kith can find and scent out travelers on the Road, and may enter their version of the Road as a standard action. It can detect any travelers within 10 feet automatically, and can scent for them as normal, but takes a -8 penalty to the Survival check needed to track creatures.
Special Attacks
Wander (Su): The Kith may force their target to Wander. As a standard action, they may force an opponent to make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or be teleported up to 20 feet in any direction. That target must roll a 1d4 the next round, and the result of the die determines the direction that the target travels (1 is forward, 2 is backward, 3 is to the right, and 4 is to the left) for another 20 feet. This effect continues for 3 rounds. During this time, the target gains a 20% miss chance on all attacks they make.
Dimension Rip (Su): By tearing the dimensional forces of the Road, the Kith may create a hole in space located on the target as a standard action. That target must make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or take 2d6 damage, every time they attempt to move. They must make a Will save every time they try to move (DC 10 + 1/2 Hit Dice + Dexterity) or be stuck. If they make the Will save, they take 5d6 damage, and are free from the rip in space.
Abilities
The Kith gains a +8 bonus to its Dexterity score, and a +4 bonus to Strength and Constitution.
Size and Type
The Kith’s type becomes outsider, native to the Wandering Road, and its size increases by one category.
Initiative
The Kith gains a +4 bonus to initiative from the Dexterity increase, and also gains a +4 racial bonus to initiative.
Speed
The Kith’s movement speeds increase by 30 feet.
Armor Class
The Kith gains a +6 Dodge bonus to Armor Class.
Challenge Rating
The Kith’s challenge rating increases by +5.