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    Default Re: Base Class Contest XXXXIII - Hey, I Know That Guy!

    Wanderer Class Features

    The following class features are also available to the Wanderer. They are indexed for searching: you can search for a class feature that appears for a particular class at a particular level by using the # symbol, the standard abbreviation for the class, and the level in question. A dash (-) after level 1 or 2 is used to prevent level 10-19 or 20 from appearing in the search. For example, #Rog1- will allow you to find the Sneak Attack and Trapfinding class features. #Rog will find all rogue features, and #Rog1 will find all rogue features which appear on level 1 or 10-19, in case that's helpful for some reason. Epic levels aren't indexed for searching because there are infinitely many of them.

    The section below doesn't list what the class features actually do - either for legal reasons, or because the abilities are written in the SRD and you can look them up there in the unlikely case that you aren't already familiar with them.

    Importantly, a wanderer cannot have any parameter of an ability that is stronger than if they actually took levels in the class that grants the most of that ability at that level. For example, a wanderer cannot have a sneak attack feature that is better than 1d6 at first level, 2d6 at 3rd level, and so forth, nor can they learn to use their bardic music to inspire greatness before a bard could. If the ability is from a prestige class, it may have "Delayed progression X", where X is a numerical value, meaning that you must subtract X from your wanderer level when determining whether or not you can take the class feature and also when determining your effective level in the class which has that feature if it scales with level. For example, Enhance Arrow has Delayed Progression 6, meaning that you must be 7th level to take it at all, and must be 9th level to increase the bonus to +2.

    Further, you cannot take any ability that is available only to a class's epic progression unless your wanderer level is as high as your character level would need to be in order to take that ability by progressing in the prestige class.. For example, while Delayed Progression 6 implies that you can take Enhance Arrow +6 at 17th wanderer level (as it is an 11th-level arcane archer ability), you actually must be level 21. In effect, epic class features actually have a delayed progression equal to 20, minus the number of levels long the class is.

    Finally, if you take an ability that allows you to choose from a list of abilities but some of those abilities have prerequisites (the most salient example being bonus feats), you can only take options as though you'd taken no more than one of the options on each level you're entitled to take one - for example, a 22nd-level epic wanderer can't suddenly take the 12 bonus feats they're entitled to and then use them to take nothing but epic feats, because they couldn't have done that if they'd actually taken the bonus feats on the levels they became available. They could, however, take just one epic bonus feat - the 22nd-level bonus feat - without having to take all the rest of the bonus feats first. Effectively, this is just another way of saying that you can't use, for example, your first-level bonus feat to take epic feats by taking things in all the wrong orders.

    Any class feature that isn't listed here hasn't been priced for one of many possible reasons: it might be that it's difficult to put a price on, that a player is only likely to take it if they're planning to abuse it, or simply because there are far, far too many class features in the game for all of them to be priced. Just because they're not listed here doesn't mean you can't take one; ask your DM what they think is a fair price.

    Spoiler: Abbreviation List
    Show
    Archivist Arc
    Ardent* Ard
    Artificer Art
    Barbarian Brb
    Bard Brd
    Battle Dancer BaD
    Beguiler Beg
    Binder Bdr
    Cleric Clr
    Crusader Crs
    Death Master DeM
    Divine Mind DvM
    Dragon Shaman DrS
    Dragonfire Adept DFA
    Dread Necromancer DrN
    Druid Drd
    Duskblade DBl
    Factotum Fct
    Favoured Soul FvS
    Fighter Fgt
    Healer Hea
    Hexblade Hex
    Incarnate Inc
    Jester Jes
    Knight Kgt
    Lurk Lrk
    Marshal (MHB) Msl
    Monk Mnk
    Mountebank Mbk
    Mystic Mys
    Ninja Nja
    Paladin Pal
    Psion (XPH) Psi
    Psychic Rogue PsR
    Psychic Warrior PsW
    Ranger Rgr
    Rogue Rog
    Samurai Sam
    Savant Sav
    Scout Sct
    Sha'ir ShI
    Shadowcaster ShC
    Shugenja Shu
    Sorcerer Sor
    Soulborn SlB
    Soulknife SlC
    Spellthief SpT
    Spirit Shaman SpS
    Swashbuckler Swb
    Swordsage SwS
    Totemist Tot
    Truenamer TrN
    Warblade WrB
    Warlock Wlk
    Warmage WMg
    Wilder Wil
    Wizard Wiz
    Wu Jen WuJ

    Arcane Archer AAr
    Arcane Trickster ATr
    Archmage* ArM
    Assassin Asn
    Blackguard Blk
    Dragon Disciple DgD
    Duelist Due
    Dwarven Defender DwD
    Eldritch Knight ElK
    Hierophant Hpt
    Horizon Walker* HzW
    Loremaster LrM
    Mystic Theurge* MyT
    Red Wizard RdW
    Shadowdancer ShD
    Thaumaturgist Thm

    *No class features from this class are available to the wanderer
    Spoiler: Designer's Note
    Show
    These costs may seem weird in places, but I'm assuming that you're only going to take an ability if you actually care about it. I don't think that, for example, turn undead is quite on par with the ability to cast four first-level divine spells spontaneously out of four that you know, except that if you're taking turn undead, it's probably because you're either taking divine metamagic or planning on turning lots of undead, whereas for most clerics, it usually just sits there unused for most of the game. Similarly, I don't think that many people would take the knight's impetuous endurance rather than scribing a new fifth-level spell, but they might if they consistently found themselves able to pass saves on a 2. Essentially, just because turn undead is priced at 30 doesn't mean that it's almost as useful for most clerics as their spellcasting, just that if you're making a conscious decision to buy it, it's because it's worth almost as much as your spellcasting.

    In fact, some of the abilities are priced knowing that you'll only buy them if you're actually getting a discount, such as divine grace - it's pointless to spend 30 points on it when you could spend 30 points increasing your saves the same amount or more directly, so only people with 16 or more charisma (or who have all high saves already) are likely to take it. This is fine - supernatural abilities can be turned off, after all. It does mean that the wanderer makes a better sorcerer-paladin multiclass than an actual sorcerer-paladin multiclass, but most multiclass builds are subpar anyway, and the "Sorcadin" is far from an exception in this regard.


    Absorb Spell #SpT7 #SpT20
    10 build points, and another 10 for the 20th-level ability. Doesn't require steal spell, but you must pay for your spell capacity as though you had steal spell if you don't.

    Abundant Step #Mnk12
    16 build points

    AC Bonus #BaD1- #Mnk1 #Nja1- #SwS2- #DwD1- #DwD4 #DwD7 #DwD10
    Either the monk/ninja or the battledancer version of the AC bonus costs 10 build points, plus 5 build points for each point of AC it grants other than the wisdom- or charisma-based part of the bonus. The swordsage version costs 5 points more than that. The dwarven defender version just costs 10 build points per point of AC it grants and has delayed progression 7.

    Acrobatic Charge #SwB7 #Due6
    Delayed Progression 1. 15 build points.

    Acrobatics #Nja6 #Nja12 #Nja18
    2 build points for each +2 of bonus.

    Animal Companion #Drd1- #Rgr4
    10 build points, plus 8 per 3 effective druid levels. You can only have one ability with this sentence in its description.

    Arcane Channeling #DBl3 #DBl13
    The 3rd-level version costs 10 build points and the 13th-level version costs another 30.

    Arcane Sight #SpT9
    30 build points.

    Arcane Resistance #Hex2
    25 build points

    Armoured Mage #Brd1- #Beg1- #DBl1- #DBl4 #DBl7 #Hex1- #SpT1- #WMg1-
    For 10 build points, the wanderer can cast arcane wanderer spells in light armour with no arcane spell failure chance. The duskblade version costs 15 build points for the first-level version, 5 more for the 4th-level version and yet 5 more for the 7th-level version. The warmage version costs 15 build points for the first-level version and 5 more for the 8th-level version.

    Armour Mastery #Kgt4 #Kgt9
    10 points for medium armour and another 5 for heavy.

    Arrow of Death #AAr10
    Delayed Progression 6. 2 build points.

    Artificer Knowledge #Art1-
    2 build points.

    Artisan Bonus #Art1-
    1 build point.

    Aspect of the Dead #DeM15
    30 build points.

    Aura of Courage #Pal3
    8 build points.

    Aura of Despair #Blk3
    8 build points.

    A Thousand Faces #Drd13
    10 build points.

    Aura of Unluck #Hex12 #Hex16 #Hex20
    10 build points per daily use.

    Bardic Music #Brd1- #Brd3 #Brd6 #Brd8 #Brd9 #Brd12 #Brd14 #Brd15 #Brd18 #Brd20
    Each use per day costs 1 build point. You need to pay for each ability you want to learn separately, except that you get countersong for no build points. Fascinate costs 1, Inspire Competence costs 2, Suggestion (requires Fascinate) requires 4, Song of Freedom costs 8, Inspire Heroics costs 10, and Mass Suggestion (requires Suggestion) costs 12. Each point of inspire courage bonus costs a number of build points equal to the total bonus (so 2 build points to increase from +1 to +2 and 3 build points to increase from +2 to +3, for example). Inspire Greatness costs 6, plus another 2 for each creature that can be affected beyond the first.

    Battle Ardour #WrB3
    5 build points.

    Battle Cunning #WrB7
    10 build points.

    Battle Mastery #WrB15
    8 build points.

    Battle Skill #WrB11
    3 build points.

    Beguiling Stare #Mbk1-
    15 build points.

    Bladewind #SlK9
    8 build points. Requires mind blade.

    Blindsense #Sct10 #DgD5
    Delayed Progression 5. 10 build points.

    Blindsight #Sct20
    20 build points. Requires blindsense.

    Bonus Feat #Arc1- #Arc10 #Arc20 #Art1 #Art2 #Art3 #Art5 #Art6 #Art8 #Art9 #Art12 #Art14 #Art16 #Art20 #Beg5 #Beg10 #Bdr4 #Bdr11 #Bdr18 #Crs10 #DvM1- #DrS2- #DrS8 #DrS16 #DFA1- #DrN19 #DBl2- #FvS3 #FvS12 #Fgt1- #Fgt2- #Fgt4 #Fgt6 #Fgt8 #Fgt10 #Fgt12 #Fgt14 #Fgt16 #Fgt18 #Fgt20 #Hea2- #Hex5 #Hex10 #Hex15 #Hex20 #Jes2- #Jes6 #Kgt2- #Kgt5 #Kgt10 #Kgt15 #Msl1- #Mnk1- #Mnk2- #Mnk6 #Psi1- #Psi5 #Psi10 #Psi15 #Psi20 #PsR11 #PsR14 #PsR17 #PsR20 #PsW1- #PsW2- #PsW5 #PsW8 #PsW11 #PsW14 #PsW17 #PsW20 #Rgr1- #Rgr3 #Rog10 #Rog13 #Rog16 #Rog19 #Sam1- #Sam5 #Sam8 #Sav2- #Sav7 #Sav12 #Sav17 #Sct4 #Sct8 #Sct12 #Sct16 #Sct20 #ShC2- #ShC? #SlB3 #SlB7 #SlB11 #SlK1- #SlK6 #SlK9 #SwB1- #TrN6 #TrN8 #TrN15 #WrB5 #WrB9 #WrB13 #WrB17 #WMg7 #WMg10 #WMg15 #WMg20 #Wiz1- #Wiz5 #Wiz10 #Wiz15 #Wiz20 #WuJ1- #ElK1- #Hpt1- #Hpt2- #Hpt3 #Hpt4 #Hpt5 #LrM1- #LrM3 #LrM5 #LrM7 #LrM9 #RdW5 #Thm2-
    Any bonus feat costs you 10 build points; you're not restricted to a set list. Use the fighter progression to tell how many bonus feats you can have as a maximum, even though some classes get them a little faster.

    Brains over Brawn #Fct3
    25 build points. Remember that initiative checks are dexterity checks!

    Breath Weapon #DrS4 #DrS6 #DrS8 #DrS10 #DrS12 #DrS14 #DrS16 #DrS18 #DrS20 #DFA1- #DFA3 #DFA5 #DFA7 #DFA9 #DFA11 #DFA14 #DFA17 #DFA20 #DgD3 #DgD7 #DgD10
    3 build points per damage die for the smallest breath, 4 per die for the medium DrS/large DFA one and 5 for the large DrS one. You can choose what type of breath weapon you have - line or cone, and acid, fire, cold or electricity. The dragon disciple version has delayed progression 5 but only costs 1 build point per 2 damage dice.

    Bulwark of Defence #Kgt3
    15 build points.

    Camouflage #Rgr13 #Sct8
    10 build points. Ignore the scout's restrictions on the use of this ability.

    Canny Defence #Due1-
    Delayed Progression 6. 7 build points.

    Change Aura #DvM8 #DvM14 #DvM18
    Free! Requires psychic aura.

    Claws and Bite #DgD2-
    Delayed Progression 5. 15 build points.

    Cloaked Casting #Beg2 #Beg8 #Beg14 #Beg20
    5 build points for the first version, 2 more for the second version, 5 more for the third and 8 more for the fourth.

    Commune with Dragon Spirit #DrS14
    2 build points per question you can ask.

    Craft Homonculus #Art4
    5 build points.

    Crippling Strike #Rog10 #Rog13 #Rog16 #Rog19
    15 build points

    Damage Reduction/Lich Body #Brb7 #Brb10 #Brb13 #Brb16 #Brb19 #DFA6 #DFA16 #DrN2- #DrN7 #DrN11 #DrN15 #FvS20 #Wlk3 #Wlk7 #Wlk11 #Wlk15 #Wlk19 #DwD6 #DwD10
    Each point of DR/- costs 4 build points. Each point of DR/magic costs 1 build point. Each point of DR/bludgeoning and magic costs 2 build points. Material-based DR costs 3 build points. You can take multiple types of DR, but remember that they won't stack!

    The dwarven defender version has delayed progression 7.

    Dance of Death's Embrace #BaD20
    0 build points. Seriously, you've already spent enough on those tumble ranks.

    Dance of Reckless Bravery #BaD2-
    1 build point.

    Dance of the Crushing Python #BaD14
    1 build point.

    Dance of the Floating Step #BaD8
    3 build points.

    Dance of the Pouncing Tiger #BaD11
    5 build points.

    Dance of the Soaring Eagle #BaD17
    25 build points.

    Dance of the Vexing Snake #BaD5
    3 build points.

    Dancer's Strike #BaD6 #BaD12 #BaD18
    1 build point for the 6th-level version, another build point for the 12th-level version and 2 more for the 18th-level version.

    Dark Knowledge #Arc1- #Arc3 #Arc5 #Arc6 #Arc8 #Arc9 #Arc11 #Arc12 #Arc14 #Arc15 #Arc18
    Each use per day of the ability costs 5 build points. You automatically know tactics; learning any of the other abilities costs 5 build points each.

    Death Attack #Asn1-
    Delayed Progression 5. 20 build points.

    Detect Alignment #Inc1- #Pal1- #Blk1-
    Choose any one alignment component to detect for 5 build points.

    Detect Magic #SpT2- #Wlk2-
    3 build points for the spellthief version and 5 for the warlock version.

    Diamond Body/Venom Immunity #Mnk11 #Drd9
    5 build points.

    Dire Hexblade's Curse #Hex19
    The cost of hexblade's curses is tripled instead of doubled.

    Disable Trap #Art1-
    2 build points.

    Discover Spells #SpT13
    7 build points. Requires steal spell.

    Divine Grace/Dark Blessing #DvM4 #Pal2- #Blk1-
    Delayed Progression 1. 30 build points.

    Domains #Clr1- #Mys1-
    Wanderers don't get domain spells, but they do have the ability to take some domain powers.They can take any two of them at the following costs:

    Abyss 2, Air 2, Alteration 4, Ancestor 4, Animal 2, Arborea 3, Artifice 8, Baator 10, Balance 5, Bestial 5, Cavern 1, Celerity see Fast Movement/Bonus Speed, Chaos 2, Charm 4, Community 5, Competition 2, Courage see Aura of Courage, Craft 10, Creation 12, Darkness see Bonus Feat, Death 6, Deathbound 10, Decay 6, Destiny 6, Destruction 3, Domination see Bonus Feat, Dream 4, Drow see Bonus Feat, Dwarf see Bonus Feat, Earth 2, Elf see Bonus Feat, Envy 3, Evil 2, Family 10, Fate see Uncanny Dodge, Feast 2, Fire 2, Force 2, Glory 5, Gluttony 8, Gnome 4, Good 2, Greed 5, Halfling 2, Hatred 2, Healing 2, Hunger 5, Illusion 4, Inquisition 2, Knowledge 4, Law 2, Liberation 2, Life 8, Luck 5, Lust 4, Madness 20, Magic 8, Mentalism 5, Metal 10, Mind 5, Moon 2, Mysticism 3, Nobility 3, Ocean 5, Oracle 15, Orc 4, Passion 5, Pestilence 2, Planning see Bonus Feat, Plant 2, Portal 2, Pride 5, Protection 5, Purification 8, Renewal 4, Repose 6, Retribution 1, Rune see Bonus Feat, Scalykind 1, Shadow see Bonus Feat, Sky 2, Slime 1, Sloth 1, Spell 3, Spider 1, Storm see Energy Resistance, Strength 3, Suffer 1, Summoner 12, Sun 3 (Requires Turn Undead), Time see Bonus Feat, Trade 10, Travel 25, Tyranny 5, Undeath see Bonus Feat, War see Weapon Proficiency and Bonus Feat, Water 2, Wealth see Bonus Feat, Windstorm 4, Winter 4, Wrath 1.

    The wanderer must obey their deity's domain list, and cannot take a domain power not listed above.

    Draconic Resolve #DrS4
    5 build points.

    Draconic Wings #DrS19
    35 build points.

    Dragonkin #DFA4
    1 build point.

    Effortless Healing #Hea7
    7 build points.

    Elude Touch #Wil2-
    10 build points.

    Empty Body #Mnk19
    40 build points.

    Energy Immunity #DrS9
    30 build points. If you have a breath weapon from being a wanderer, you get immunity to that damage type, and similarly, if you later get a breath weapon it must be of the type you're immune to. Else, you can choose one energy type.

    Energy Resistance #FvS5 #FvS10 #FvS15 #ShI5 #Wlk10 #Wlk20
    Each point of resistance to a specific energy type costs 1 build point. You can upgrade one energy resistance to immunity by paying a cost equal to the difference between the cost of resistance and immunity.

    Enhance Arrow #AAr1 #AAr3 #AAr5 #AAr7 #AAr9
    Delayed Progression 6. 5 build points.

    Evasion #Lrk9 #Mnk2 #Nja12 #PsR2- #Rgr9 #Rog2- #Sct5 #SwS9 #ShD2-
    10 build points.

    Extended Summoning #Thm3
    Delayed Progression 7. 40 build points.

    Familiar/Summon Familiar #DrN7 #Hex4 #Sor1- #Wiz1-
    5 build points, plus 2 more build points per 2 effective sorcerer levels. You can only have one ability with this sentence in its description.

    Fast Movement/Bonus Speed #Brb1- #BaD4 #BaD10 #BaD16 #Mnk3 #Mnk6 #Mnk9 #Mnk12 #Mnk15 #Mnk18 #Sct3 #Sct11
    5 build points per 10-foot increase. Ignore any armour restrictions listed in your class.

    Favoured Enemy #Rgr1 #Rgr5 #Rgr10 #Rgr15 #Rgr20
    3 build points for the first favoured enemy and 6 for each thereafter.

    Fiendish Servant #Blk5
    Delayed Progression 6. 18 build points, plus 8 for every 3 effective levels after 11th. The servant only scales by paying build points for it, not with effective character level. You can only have one ability with this sentence in its description.

    Flawless Stride #Sct6
    15 build points

    Flurry of Blows #Mnk1- #Mnk5 #Mnk9 #Mnk11
    10 build points for the first-level version, another 5 for the 5th, 5 more for the 9th and 10 more for the 11th.

    Free Draw #SlK5
    2 build points. Requires mind blade.

    Free Movement #Sct18
    40 build points.

    Frightful Presence #Sam20
    10 build points.

    Furious Counterstrike #Crs1-
    Triple the cost of Steely Resolve retroactively and forevermore.

    Ghost Mind #Nja14
    15 build points.

    Ghost Sight #Nja16
    10 build points.

    Grant Move Action #Msl4 #Msl8 #Msl12 #Msl16 #Msl20
    3 build points per daily use.

    Greater Hexblade's Curse #Hex7
    The cost of hexblade's curses is retroactively and forevermore doubled.

    Greater Lore #LrM6
    Delayed Progression 7. 15 build points.

    Greater Rage #Brb11
    2 build points for each usage per day of rage, and increases the cost of further rages by 2. Requires rage.

    Great Leap #Nja4
    4 build points

    Hail of Arrows #AAr8
    Delayed progression 6.

    Hexblade's Curse #Hex1- #Hex5 #Hex9 #Hex13 #Hex17
    4 build points per use.

    Hide in Plain Sight #Rgr17 #Sct14 #Asn8 #ShD1
    15 build points. Ignore the scout's restrictions on this ability. The assassin/shadowdancer version of the ability has delayed progression 7 and costs another 10 build points.

    Imbue Arrow #AAr2-
    Delayed progression 6. 50 build points.

    Impetuous Endurance #Kgt17
    5 build points.

    Impromptu Sneak Attack #ArT3 #ArT7
    Delayed Progression 7. 10 build points per daily use. Despite the name, does not require sneak attack.

    Improved Evasion #Mnk9 #PsR11 #PsR14 #PsR17 #PsR20 #Rog10 #Rog13 #Rog16 #Rog19 #SwS17 #ShD10
    15 build points. Requires evasion.

    Improved Flanking #SwB8
    10 build points.

    Improved Poison Use #Nja9
    5 build points. Requires poison use.

    Improved Shield Ally #Kgt14
    10 build points. Requires shield ally.

    Improved Uncanny Dodge #Brb5 #Rog8 #WrB6 #Asn5 #DwD6 #ShD5
    8 build points. Requires uncanny dodge.

    Incarnum Radiance #Inc3 #Inc5 #Inc8 #Inc10 #Inc13 #Inc15 #Inc18 #Inc20
    Build points equal to the number of uses per day, times the bonus that the good or lawful aura would give you (even if you have one of the other auras). You can only pick one aura and you must have the correct alignment component for it (so a lawful good wanderer could pick the lawful or good aura).

    Indomitable Soul #Crs2-
    10 build points.

    Indomitable Will #Brb14
    1 build point. Requires rage.

    Initiative Boost #Lrk6
    15 build points. Not compatible with Brains Over Brawn.

    Insightful Strike #SwB3
    8 build points.

    Jester's Audacity #Jes1- #Jes5 #Jes10 #Jes15 #Jes20
    10 build points for each point of bonus.

    Ki Strike #Mnk4 #Mnk10 #Mnk16
    2 build points for the 4th-level version, 2 more for the 10th-level version and 2 more for the 16th-level version.

    Knife to the Soul #SlK13
    1 build point per psychic strike die. Requires psychic strike and mind blade.

    Knowledge Focus #TrN2- #TrN7 #TrN10 #TrN14
    3 build points per bonus.

    Lay on Hands #Pal2-
    3 build points per effective paladin level.

    Lore Mastery #Arc2- #Arc7 #Arc13 #Arc17
    4 build points for the feature; 2 build points for each increase.

    Lucky #SwB11
    4 build points.

    Master of the Dead #DeM1
    15 build points.

    Mental Bastion #DrN4 #DrN14
    1 per +2 bonus.

    Metamagic Spell Completion #Art11
    2 build points.

    Metamagic Spell Trigger #Art7
    2 build points.

    Mettle #Crs13 #Hex3
    15 build points.

    Mighty Rage #Brb20
    3 build points for each usage per day of rage, and increases the cost of further rages by 3. Requires greater rage.

    Mind Blade #SlK1- #SlK4 #SlK8 #SlK12 #SlK16 #SlK20
    1 build point for the mind blade, 5 build points for each point of enhancement bonus it has.

    Mind Blade Enhancement #SlK6 #SlK10 #SlK14 #SlK18
    5 build points for each point of enhancement. Requires mind blade.

    Multiple Throw #SlK17
    1 build point. Requires throw mind blade and mind blade.

    Natural Armour/Scales #DrS7 #DrS12 #DrS17 #DFA2- #DFA8 #DFA13 #DFA18 #DgD1- #DgD4 #DgD7 #DgD10
    Ignore the dragon disciple progression when determining the maximum. 10 build points per increase; this does stack with any other natural armour you have.

    Negative Energy Resistance #DrN9
    2 build points.

    Opportunist #Rog10 #Rog13 #Rog16 #Rog19
    10 build points.

    Perfect Self #Mnk20
    27 build points.

    Phase Arrow #AAr6
    Delayed Progression 6. 4 build points.

    Poison Use #Nja3 #Asn1- #Blk1-
    Delayed Progression 1. 5 build points.

    Precise Strike #Due5 #Due10
    7 build points per die. Abilities with this sentence in the description are mutually exclusive.

    Psychic Aura #DvM1-
    The ability to manifest an aura costs 4 build points, plus another 4 for each increase in power, plus 1 for each 5 feet the aura extends, doubled if you can manifest 2 auras or tripled if you can manifest 3. You cannot take mantles, but can automatically manifest the energy mantle's aura as though you had that mantle.

    Psychic Strike #SlK3 #SlK7 #SlK11 #SlK15 #SlK19
    5 build points per die. Requires mind blade. Abilities with this sentence in the description are mutually exclusive.

    Purity of Body #Mnk5
    5 build points.

    Quick to Act/Improved Reaction #SwS1- #SwS5 #SwS10 #SwS15 #SwS20 #Due2- #Due8-
    Delayed Progression 6. 5 build points per point of bonus. For clarity, the maximum is 1 at 1st level, 2 at 5th, 3 at 10th, 4 at 14th and 5 at 20th level.

    Quivering Palm #Mnk15
    8 build points.

    Rage #Brb1- #Brb4 #Brb8 #Brb12 #Brb16 #Brb20
    Each use of rage per day costs 5 build points. (7 with greater rage or tireless rage, 9 with greater and tireless rage, 10 with mighty rage, 12 with mighty and tireless rage).

    Ranged Legerdemain #ArT1- #ArT5 #ArT9
    Delayed Progression 7. 3 build points per daily use. Change the first 13 words in the last sentence of the ability description to read "He can only do so".

    Remove Disease #Pal6 #Pal9 #Pal12 #Pal15 #Pal18
    1 build point per weekly use.

    Save Bonus Against Poison #Asn2- #Asn4 #Asn6 #Asn8 #Asn10
    Delayed progression 5. 1 build point (no matter how high the bonus gets).

    Say My Name and I Am There #TrN20
    30 build points.

    Seeker Arrow #AAr4
    Delayed Progression 6. 2 build points.

    See the Named #TrN9
    3 build points

    Sending #TrN13
    10 build points.

    Sense Elements #Shu1- #Shu5 #Shu10 #Shu15 #Shu20
    1 build point per daily use.

    Shadow Jump #PsR11 #PsR14 #PsR17 #PsR20 #ShD4 #ShD6 #ShD8 #ShD10
    1 build point per 20 feet. 2 build points for the ability to use as a move action (see psychic rogue).

    Shape Mind Blade #SlK5
    3 build points. Requires mind blade. In order to split the blade into two short swords, it must have at least a +1 bonus as standard.

    Share Incarnum Radiance #Inc7 #Inc17
    Double the cost of your incarnum radiance; triple it instead if you are not fatigued by sharing your incarnum radiance.

    Shield Ally #Kgt6
    10 build points.

    Shield Block #Kgt2- #Kgt11 #Kgt20
    5 build points for each point of bonus.

    Skill Assistance #Sav1- #Sav4 #Sav8 #Sav12 #Sav16 #Sav20
    2 build points per skill.

    Skirmish #Sct1- #Sct3 #Sct5 #Sct7 #Sct9 #Sct11 #Sct13 #Sct15 #Sct17 #Sct19
    8 build points per die and 8 build points per point of AC bonus. Abilities with this sentence in the description are mutually exclusive.

    Slippery Mind/Follow the Guide #Lrk15 #PsR11 #PsR14 #PsR17 #PsR20 #Rog10 #Rog13 #Rog16 #Rog19 #SpS5 #SwB17 #ShD7
    10 build points

    Slow Fall #Mnk2 #Mnk4 #Mnk6 #Mnk8 #Mnk10 #Mnk12 #Mnk14 #Mnk16 #Mnk18 #Mnk20
    1 build point for each 10 feet, or 10 for any distance.

    Smite #Crs6 #Crs18 #Pal1- #Pal5 #Pal10 #Pal15 #Pal20 #SlB1- #SlB5 #SlB10 #SlB15 #SlB20 #Blk1- #Blk5 #Blk10
    3 build points per daily use, or 2 if alignment-restricted. You can spend 1 build point per daily use to upgrade to an unrestricted smite, but cannot otherwise have restricted and unrestricted smites. Possible alignment restrictions are smite lawful, smite chaotic, smite good, smite evil, and smite extremist (CE, LE, CG, and LG).

    Sneak Attack #PsR1- #PsR4 #PsR7 #PsR10 #PsR13 #PsR16 #PsR19 #Rog1- #Rog3 #Rog5 #Rog7 #Rog9 #Rog11 #Rog13 #Rog15 #Rog17 #Rog19 #Sav3 #Sav9 #Sav15 #SpT1- #SpT5 #SpT9 #SpT13 #SpT17 #ArT2- #ArT4 #ArT6 #ArT8 #ArT10 #Asn1- #Asn3 #Asn5 #Asn7 #Asn9 #Blk4 #Blk7 #Blk10
    10 build points per die. Abilities with this sentence in the description are mutually exclusive.

    Special Mount #Pal5
    18 build points, plus 8 for every 4 effective paladin levels after 5th. You can only have one ability with this sentence in its description.

    Spellgrace #SpT2 #SpT11 #SpT20
    10 build points per point of bonus.

    Spell Power #DBl6 #DBl11 #DBl16 #DBl18
    1 build point for each point of bonus.

    Spontaneous Casting #Clr1- #Drd1-
    Either version costs 1 build point for each level of spells it applies to; you may have both.

    Steal Energy Resistance #SpT3 #SpT11 #SpT20
    5 build points, plus another 3 build points for the 11th-level version and 2 more for the 20th-level version.

    Steal Spell #SpT1- #SpT4 #SpT6 #SpT8 #SpT10 #SpT12 #SpT14 #SpT16 #SpT18
    10 build points, plus another 10 per level stealable after first, plus 1 per spell level that can be stored at once. Requires sneak attack.

    Steal Spell Effect #SpT2-
    10 build points, plus 1 per effective spellthief level including first and second.

    Steal Spell-Like Ability #SpT5
    10 build points. Requires sneak attack.

    Steal Spell Resistance #SpT15
    10 build points. Requires sneak attack 3d6.

    Steely Resolve #Crs1- #Crs4 #Crs8 #Crs12 #Crs16 #Crs20
    1 build point for each 5 points of damage the delayed damage pool can hold.

    Still Mind #Arc4 #Mnk3
    3 build points.

    Sudden Strike #Nja1- #Nja3 #Nja5 #Nja7 #Nja9 #Nja11 #Nja13 #Nja15 #Nja17 #Nja19
    8 build points per die. Abilities with this sentence in the description are mutually exclusive.

    Summon Shadow #ShD3
    Delayed Progression 7. 18 build points, plus 8 per 3 effective shadowdancer levels after 3rd.

    Surprise Casting #Beg2- #Beg6
    10 build points for the first version and another 10 for the second.

    Sustaining Shadow #ShC5 #ShC10 #ShC15 #ShC20
    2 build points for the first version, another 5 for the second, 10 more for the third and 12 more for the fourth.

    Sustenance of the Dead #DeM10
    5 build points.

    Swift Tracker #Rgr8
    5 build points.

    Throw Mind Blade #SlK2-
    1 build point. Requires mind blade.

    Tireless Rage #Brb17
    2 build points for each usage per day of rage, and increases the cost of further rages by 2. Requires rage.

    Tongue of the Sun and Moon #Mnk17
    10 build points.

    Touch of Vitality #DrS7 #DrS11
    6 build points for each effective dragon shaman level for just the standard healing; 5 more build points for the ability to heal conditions.

    Trackless Step #Drd3 #Sct3
    4 build points.

    Trapfinding #Fct1- #Mbk1- #Nja1- #Rog1- #Sav1- #Sct1- #SpT1-
    2 build points.

    Trap Sense #Brb3 #Brb6 #Brb9 #Brb12 #Brb15 #Brb18 #Rog3 #Rog6 #Rog9 #Rog12 #Rog15 #Rog18 #DwD4 #DwD8
    1 build point per point of bonus.

    True Incarnation #Inc20
    20 build points.

    True Lore #LrM10
    Delayed Progression 7. 50 build points.

    Turn or Rebuke Undead #Clr1- #DeM1- #DrN1- #Pal4 #Blk3
    30 build points. You turn or rebuke undead as a cleric of your level would.

    Umbral Sight #ShC3 #ShC11
    5 build points for the first version, and another 20 for the second version.

    Unarmed Strike #BaD1- #BaD4 #BaD8 #BaD12 #BaD16 #BaD20 #Mnk1- #Mnk4 #Mnk8 #Mnk12 #Mnk16 #Mnk20
    2 build points, plus 2 more per damage die increase.

    Uncanny Dodge #Brb2- #Rog4 #Sct2- #WrB2- #Asn2- #DwD2- #ShD2-
    8 build points.

    Undead Mastery #DrN8
    30 build points.

    Undead Minion #DeM1-
    10 build points, plus 10 more build points per increase in power or 8 more build points per list higher than the base list the creature is selected from. For example, a ghoul with +2 bonus HD, strength, and dexterity costs 28 build points total and the wanderer must be at least 8th level. You can only have one ability with this sentence in its description.

    Vigilant Defender #Kgt5
    5 build points.

    Warmage Edge #WMg1-
    12 build points.

    Watchful Spirit #WuJ1-
    3 build points.

    Weakening Critical #SwB14
    5 build points

    Wholeness of Body #Mnk7
    2 build points per effective monk level.

    Wild Empathy #Drd1- #Rgr1- #SpS1- #Tot1-
    1 build point per effective druid level. Ignore the totemist's bonus.

    Wild Shape #Drd5-
    15 build points per use. 15 extra build points for each of large, tiny, plant and huge (requires large). 30 build points per use of elemental wild shape, and 15 for huge elemental.

    Wings #FvS17 #DgD9
    30 build points for the favoured soul version. The dragon disciple version has delayed progression 5 and costs 15 build points.

    Woodland Stride #Drd2- #Rgr7
    5 build points.

    Wounding Critical #SwB19
    5 build points.

    Zealous Surge #Crs3
    4 build points.

    Wanderers, Multiclassing, Epic and Gestalt

    A wanderer is meant as an alternative to multiclassing. Therefore, a wanderer may not be a multiclass character - no character may take a level in wanderer if they have any levels in another class, nor may a wanderer take any levels in another class. This includes racial paragon classes and prestige classes, but not racial hit dice. If you have racial spellcasting, consider it completely independently of your wanderer spellcasting; ignore any part of a rule that says they stack.

    Epic levels are partially covered in the class feature section above. However, there are a few things further to note. While epic wanderer levels do not provide any base attack or base save bonuses (they provide epic attack and save bonuses as normal instead), you can continue to increase your base attack and save bonuses up to +20 and +12 respectively by spending build points. Similarly, you can continue to increase your spellcasting potential even though that would not normally happen automatically at epic levels. The epic spellcasting and improved spellcasting capacity feats work as they say they do, even if the latter would bring you over the number of spell slots the wanderer can ordinarily have.

    In order to find the number of build points you have at a certain level, you can use these formulae, rounding up each time, where L is your level:

    High power level: 61+35L+L2+L2.5
    Medium power level: 54+25L+L2.25
    Low power level: 60+15L+1.75

    Finally, wanderers present a unique problem in gestalt builds. Ordinarily, there is some redundancy and overlap between the two classes in the gestalt build, which weakens them. However, a wanderer in a gestalt build would simply be able to be strong where the other class is weak, and weak where the other class is strong. Instead of this, a gestalt wanderer multiplies their build points per level by one and a half, but does not use the standard gestalt rules. If playing a variant with more than two classes at each level, a wanderer uses half the listed build points for each class they would usually take, plus half the listed build points (twice the value for three classes, two and a half times the value for four, triple the value for five, and so forth).

    Sample Wanderer Build: Unblessed

    The Unblessed are a ragtag group of warriors who, angry that others have access to magical powers simply through divine favour or luck of ancestry, take it upon themselves to destroy these spellcasters whenever they can get away with it, or at least to cripple magocracies. They do this by wielding the spellcasters' powers against them. However, they are exceptionally fragile in physical combat; they use their agility and reflexes to avoid it. Unblessed also have a limited number of skill points, though a lot of places to spend them.

    Level BAB Fort Ref Will Special
    AC Bonus
    1st +1 +2 +2 +2 AC bonus, Steal Spell (0 or 1st), Unarmed Strike, Sneak Attack 1d6
    +0
    2nd +2 +2 +2 +2 Steal Spell Effect
    +0
    3rd +3 +3 +3 +3 Sneak Attack 2d6
    +0
    4th +2 +3 +3 +3 Steal Spell (2nd)
    +0
    5th +5 +3 +3 +3 Sneak Attack 3d6
    +1
    6th +6/+1 +4 +4 +4 Spellgrace +1, Steal Spell (3rd)
    +1
    7th +7/+2 +4 +4 +4 Sneak Attack 4d6
    +1
    8th +8/+3 +4 +4 +4 Absorb Spell, Steal Spell (4th)
    +1
    9th +9/+4 +5 +5 +5 Sneak Attack 5d6
    +1
    10th +10/+5 +6 +5 +6 Impromptu Sneak Attack 1/day, Steal Spell (5th)
    +2
    11th +11/+6/+1 +6 +5 +6 Sneak Attack 6d6
    +2
    12th +12/+7/+2 +7 +6 +7 Spellgrace +2, Steal Spell (6th)
    +2
    13th +13/+8/+3 +7 +7 +7 Sneak Attack 7d6
    +2
    14th +14/+9/+4 +7 +7 +7 Impromptu Sneak Attack 2/day, Steal Spell (7th)
    +2
    15th +15/+10/+5 +8 +8 +8 Sneak Attack 8d6
    +3
    16th +16/+11/+6/+1 +9 +9 +9 Steal Spell (8th)
    +3
    17th +17/+12/+7/+2 +9 +9 +9 Sneak Attack 9d6
    +3
    18th +18/+13/+8/+3 +11 +11 +11 Steal Spell (9th)
    +3
    19th +19/+14/+9/+4 +11 +11 +11 Sneak Attack 10d6
    +3
    20th +20/+15/+10/+5 +12 +12 +12 Absorb Spell (Immediate Casting), Spellgrace +3
    +4
    Hit Die: 1d4

    Class Skills:
    All skills are class skills of the unblessed.
    Skill Points at 1st Level: (2+Int modifier) 4
    Skill Points at Each Additional Level: 2+Int modifier

    Weapon and Armour Proficiency
    Unblessed are proficient with no weapons or armour; they fight unarmed to deadly effect.

    AC bonus
    The unblessed adds either their wisdom or charisma bonus to their armour class, and also gains the bonus listed above, when unencumbered and unarmoured.

    Unarmed Strike
    An unblessed's unarmed strike deals as much damage as a monk of the same level's, except at 20th level when it only does as much as a 16th-level monk's.

    Others
    See the arcane trickster for the impromptu sneak attack ability and the spellthief for the other class features.
    Last edited by Jormengand; 2018-06-15 at 02:00 PM.