The Wanderer is a class that is usually tied to a tribal society. Like his fellow wilderness warriors, the Wanderer is self sufficient and confident. Wanderers don’t have the brute strength of a warrior or the superior knowledge and tactics of a Ranger. What they do have is an inherent toughness and a wealth of experience. They are accomplished survivalists and can cover ground faster than almost any other class making them excellently suited as scouts.

Wanderers are typically social Outcasts but they are not necessarily looked down upon. They are people that have gone wild and separated themselves from their clansmen. Despite this removal they often still have a strong pride in their heritage. Of course this is not always the case, especially if they are outcasts from a more civilized society.


Strength, Dexterity, Constitution and Intelligence are all important. Intelligence helps the Wanderer learn the wide variety of skills necessary to make it in the wilds.


The Wanderer class is one of the least common of the Tribal classes and is taken mostly by misfits and those with wanderlust. A wanderer would typically be a Marshfolk male that left his clan due to being unable to claim land or a Plainsman who has left his tribe to wander or perhaps due to some secret shame.

The Wanderer is a class restricted to Tribal Races. Unlike most class restrictions the class is still available to more civilized races. Any race within fairly close proximity to a tribal nation may also take this class. Characters that opt to do this forfeit the Racial Advancement available to their race as they become outcasts to their society. Furthermore this option is only available to 1st level characters.

Roleplaying a Wanderer

Races: Restricted to Plainsmen and Marshfolk
Alignment:Any Non-Lawful
Hit Dice:d10
Starting Gold:4d4×10 gp (100 gp)
Skill Points:6 + Int modifier per level, ×4 at 1st level

Level Base Attack Bonus Fort. Save Ref. Save Will Save Special
1 +1 +2 +0 +0 Fast movement, Illiteracy, Toughness
2 +2 +3 +0 +0 Track, Worldly
3 +3 +3 +1 +1 Thick Skin +1, Favoured Terrain
4 +4 +4 +1 +1 Trapper
5 +5 +4 +1 +1 Favoured Terrain
6 +6/+1 +5 +2 +2 Head Down, Collar Up
7 +7/+2 +5 +2 +2 Damage reduction 1/—, Thick Skin +2
8 +8/+3 +6 +2 +2 Traps on the Fly
9 +9/+4 +6 +3 +3 Swift tracker, Favoured Terrain, Worldly
10 +10/+5 +7 +3 +3 Damage reduction 2/—
11 +11/+6/+1 +7 +3 +3 Thick Skin +3, Head Down, Collar Up
12 +12/+7/+2 +8 +4 +4 Adhoc Traps
13 +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14 +14/+9/+4 +9 +4 +4 Favoured Terrain
15 +15/+10/+5 +9 +5 +5 Thick Skin +4
16 +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—
17 +17/+12/+7/+2 +10 +5 +5 Head Down, Collar Up
18 +18/+13/+8/+3 +11 +6 +6 Worldly
19 +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—, Thick Skin +5, Favoured Terrain
20 +20/+15/+10/+5 +12 +6 +6 Head Down, Collar Up

Class Skills

Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Class Features

All of the following are class features of the Wanderer.

Weapon and Armor Proficiency:

A Wanderer is proficient with all simple weapons and the following: All axes (throwing, hand, battle and great), one-handed slashing weapons, bastard sword (two-handed) short/long bows, bolas and nets. Armor proficiency includes light, medium protection with the exception of any plate type armor (Breastplate).

Fast movement (Ex):

The Wanderer’s Fast Movement functions just as the Barbarian ability.


The Wanderer gets the Toughness feat for free at 1st level.


Wanderers are illiterate. He may spend x skill points per spoken language to read and write it.

Track: At 2nd level a Wanderer’s gains Track as a bonus feat.

Thick Skin (Ex): Life in the wilds ain’t easy. At 3rd level the Wanderer gains a +1 Natural armor bonus that increases by 1 every 4 levels to a maximum of +5 at level 19.

Favoured Terrain: At 3rd level the wanderer may select one type of territory as his Favoured Terrain from the following list. Due to his extensive travels he has learned the ‘lay of the land’ of where he has done the most traveling. The wanderer receives a +2 circumstance bonus to Climb, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Survival when in his favoured terrain. At 5th level the Wanderer becomes more difficult to track across his favoured terrain . Track attempts have +5 to their DC. At 9th level the Wanderer gains the effects of the Ranger ability Woodland Stride while moving through his favoured terrain. This allows him to ignore any movement impediments or damage caused by undergrowth such as brambles. Unnatural impediments are exempt from this rule. Party members being guided by the wanderer also benefit from this ability. At 14th level the Wanderer becomes untrackable while moving through his favoured terrain. At 19th level the wanderer gets a +2 circumstance bonus to initiative while in his favoured terrain.

Favoured Terrain Example
Aquatic Coral Reefs
Desert Sand Dunes
Forest Woodland, Jungle
Hill Foothills
Marsh Swamp, Bog
Mountains Alpine Reaches
Plains Prairie, Savannah
Underground Caves


Wanderers are skilled trapmakers. Given that they have the proper materials a Wanderer can make almost any kind of mechanical trap. They reciever a +5 circumstance bonus when the build traps.

Traps on the Fly

The Wanderer may make any of the following traps with very little effort or time spent. Any trap small enough for the wanderer to carry may be deployed in 2 rounds. 1 Round if the wanderer constructed the trap himself.

Adhoc Trap

A wanderer may now create the following trap types using nothing more than the materials on hand. Furthermore he can make them much more quickly than normal. The construction of these traps still requires a successful skill check.

  • Pitfall – materials needed: something to dig with and something to cover the hole.
  • Rockfall – rocks and something to restrain them as well as something to use as a trigger.
  • Net – a net or materials to make a basic net as well as somewhere to hide it and a trigger method
  • Ankle hang – rope or vine or possibly long hair or seaweed
  • Crossbow Trap – Crossbow and rope/vine/hair/string

Head Down, Collar Up

The Wanderer is able to ignore the effects of bad weather at level 6. They treat weather with negative effects as if it was one category less severe. This increases to 2 at level 11 and 3 at level 17. At 20 the wanderer becomes immune to weather effects.

Worldly The Wanderer picks one skill that would normally be cross class and makes it a class skill. Alternativly they may pick a skill that would normally be unavailable and make it cross class.

Damage Reduction (Ex):

At 7th level, a Wanderer gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three wanderer levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Swift Tracker (Ex):

Beginning at 9th level, a Wanderer can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

This is an altered version of Lord Arkham’s Wanderer found here. The Favoured Terrain and Worldly (both slightly altered) class features are taken from the Mercenaries book published by AEG.


Nadiel vibilo