In a land ruled by occupying forces, the ability to move around
without attracting notice from the enemy can mean the difference
between life and death for a trader, spy, or resistance organizer. The
wanderer has an incredible insight into remaining out of sight, and an
uncanny sense for answering questions before they're asked or leaving
town just before the orcs come knocking. Wanderers call the road their
home, but usually remain inside one Shadow district that they know
well, and have learned how to work the system in.
Hit Die: d6
Prerequisites
Skills: 8 ranks each in Forgery, Bluff, and Diplomacy Feats: Inconspicuous Special:
Must have an intimate familiarity with one Shadow Distric. This means
either spending a significant amount of time exploring the area (~2
arcs), or being trained by a local insurgent familiar with these topics
(~1 week).
Skill Points at Each Level: 8 + Int modifier
Class Skills: Appraise, Balance, bluff, climb, Craft, Decipher
Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather
Information, Hide, Jump, Listen, Move Silently, Open Lock, Perform,
Profession, Search, Sense Motive, Sleight of Hand, Speak Language,
Spot, Swim, Tumble, Use Magic Device, Use Rope.
Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+2
+2
Mental Map, Warning
2
+1
+0
+3
+3
Shadow Passage (+2)
3
+2
+1
+3
+3
Local Trust
4
+3
+1
+4
+4
Shadow Passage (+4)
5
+3
+1
+4
+4
Master Forger
6
+4
+2
+5
+5
Mental Map, Shadow Passage (+6)
7
+5
+2
+5
+5
Insurgency Contact
8
+6
+2
+6
+6
Shadow Passage (+8)
9
+6
+3
+6
+6
Master Forger
10
10
+7
+3
+7
+7
Mental Map, Shadow Passage (+10)
Class Abilities
Mental Map (Ex): Each time the Wanderer gains this ability she
must choose a Shadow District with which she has an intimate
familiarity. She learns the important names to drop, what papers are
required where, who can be bribed, and how to hide her paper trail.
The district must satisfy the special requirement above before being
chosen.
Warning (Su): The Wanderer knows when he has
overstayed his welcome, and is able to leave the area before being
discovered by the Shadow forces. When in any district he has a Mental
Map for, the Wanderer is considered to have an [i]Alarm (Mental)[/i]
spell on the entrance to the nearest orc garrison. The spell will only
trigger when a search party of Shadow-forces leaves the garrison.
Shadow Passage (Ex):
The Wanderer gains the listed bonus to the following skill checks when
in any district she has a Mental Map for: Bluff, Diplomacy, Forgery,
Gather Information and Knowledge (Shadow forces). The listed bonus is
cumulative.
Local Trust (Ex): In any region the Wanderer
has a Mental Map, she has been seen often enough by the local guards
that they no longer require her to display papers, recognizing her (and
any cohorts with her) as "legitamite" traders/message carriers/etc.
This bonus does not apply to any non-local Shadow forces.
Insurgency Contact (Ex):
By not attracting the notice or harrassment of the local guards, the
Wanderer has attracted notice from local insurgent cells, who have
reached out to him. In any town located in a district he has a Mental
Map of, the Wanderer will have at least one contact into the local
insurgency, who can offer safe housing, information, or even just a
meal. However, these people will often request the Wanderer carry
messages with them to the next town they will be going to. There is no
such thing as a free lunch, anyway.
Master Forger (Su):
At 5th level, the Wanderer gains the ability to forge any document for
which she has access to an original, even if she cannot read or write
that language normally. At 9th level, the forger is considered
literate in any language she has a basic speaking competance in, and
can forge documents from scratch in all these languages.