Wanderer
Wanderer
Wanderer
Hailing from many lands and using a wide array of weapons, Wanderers are
characterized not by their techniques, but by their grit and unbreakable resolve. You
might be a steely-eyed marksman, an allegiance-less samurai, a charming outlaw, or
simply someone seeking to keep the peace. Your willpower and combat prowess make
you a terrifying adversary and a staunch ally.
INITIAL PROFICIENCIES
Key Ability At 1st level, you gain the listed
Strength or Dexterity proficiency ranks in the following
At first level, your class gives you an ability boost to your choice of statistics. You are untrained in
Strength or Dexterity. anything not listed unless you gain
a better proficiency rank in some
Hit Points other way.
10 + Constitution Modifier PERCEPTION
You increase your maximum number of HP by this number at 1st level Expert in Perception
and every level thereafter.
SAVING THROWS
DURING COMBAT ENCOUNTERS… Trained in Fortitude
Expert in Reflex
You can react to foes' actions with lightning speed, preventing them from
Expert in Will
making the most of their abilities. You use familiar weapons as fluidly as
an appendance, using your grit to make skillful attacks. SKILLS
Trained in Survival
DURING SOCIAL ENCOUNTERS… Trained in Intimidation
Your steely-eyed glare and force of personality intimidate those you speak Trained in one skill determined by
to, making you a skillful, if unsubtle, negotiator.
your Wanderer's path
Trained in a number of additional
WHILE EXPLORING… skills equal to 3 plus your
Intelligence modifier
Your time on the road has made you an experienced traveler, and you
keep an eagle eye on your surroundings, alerting your companions to ATTACKS
danger. Trained in simple weapons
Trained in martial weapons
IN DOWNTIME… Trained in unarmed attacks
You craft or maintain weapons and ammunition, or regale tavern goers DEFENSES
with embellished tales of your exploits. Trained in light armor
Trained in medium armor
YOU MIGHT… Trained in unarmored defense
Seek to hone your skill with your chosen weapon, looking for CLASS DC
dangerous foes and new Trained in Wanderer class DC
techniques.
Bring vigilante justice to those the law cannot, or will not, punish.
Spend time honing and modifying your weapon, trying to create the
perfect gun or sword.
OTHERS PROBABLY…
Find your gruff demeanor either off-putting or intriguing.
Are impressed with your skill with your chosen weapon.
Expect you to have a code of honor that you refuse to break.
Wanderer
Ancestry and Background, Incredible Initiative, Trigger An enemy targets your ally with an attack,
1 Initial Proficiencies, Grit, Steely Demeanor,
Wanderer's Path, Wanderer Feat and both are within 20 feet of you.
2 Wanderer Feat, Skill Feat Requirements You are able to make a Strike against
3 General Feat, Great Fortitude, Skill Increase, Deny the triggering enemy
Advantage
4 Wanderer Feat, Skill Feat
Make a Strike against the enemy that targeted your
5 Ability Boosts, Ancestry Feat, Skill Increase
ally with an attack. If your Strike is successful, the ally
6 Wanderer Feat, Skill Feat
who was a target of the triggering Strike gains the
7 General Feat, Skill Increase, Valiant Senses +2,
Unshakeable, Weapon Specialization benefits of your grit against the triggering attack,
8 Wanderer Feat, Skill Feat including the resistance from Steely Demeanor.
Ancestry Feat, Honed Technique, Skill Increase,
9 Eagle Eyes INITIAL PROFICIENCIES
10 Wanderer Feat, Skill Feat At 1st level, you gain a number of proficiencies that
General Feat, Skill Increase, Evasion, Medium Armor represent your basic training. These proficiencies are
11 Expertise noted at the start of this class.
12 Wanderer Feat, Skill Feat
13 Skill Increase, Unspoken Word, Valiant Senses +3, Grit
Weapon Mastery You do what needs to be done, sometimes drawing
14 Wanderer Feat, Skill Feat unwanted attention. When others choose to bring you
15 Ancestry Feat, General Feat, Improved Unshakeable, into their sights, you respond with the proper measure
Skill Increase, Greater Weapon Specialization
and focus. This state of focus is called grit, and you
16 Wanderer Feat, Skill Feat
are either in a state of grit or you are not.
17 Skill Increase, Masterful Technique
18 Wanderer Feat, Skill Feat You gain grit when you roll initiative for the first time
General Feat, Skill Increase, Unbreakable Demeanor, in an encounter and from additional actions
19 Worn and Torn determined by your Wanderer's Path.
20 Ancestry Feat, Wanderer Feat, Skill Feat
At the GM's discretion, after you are subject to an
Class Features offensive action that would normally draw your focus,
You gain these abilities as a Wanderer. Abilities gained such as someone trying to intimidate or deceive you or
at higher levels list the level at which you gain them your allies, you also gain grit.
next to the features' names. While you have grit, you gain powerful discharge
actions, including Return the Favor which can be used
ANCESTRY AND BACKGROUND only while you have grit and cause you to lose your
In addition to what you get from your class at 1st
grit. You also gain a +1 circumstance bonus to AC and
level, you have the benefits of your selected ancestry
Perception. You lose grit if you become unconscious.
and background, as described in Chapter 2.
Normally, you gain and use grit only in combat
Incredible Initiative encounters; when an encounter ends, you lose grit.
You gain the Incredible Initiative general feat, giving
you a +2 circumstance bonus to initiative rolls.
Discharge
Discharges are explosive actions you release with grit.
Return the Favor You can use a discharge only if you have grit, and you
You gain a fast discharge attack you can make when lose your grit immediately after performing a
you have grit. You gain the Return the Favor reaction. discharge.
Wanderer
Wanderer WEAPON EXPERTISE 5th reaction. You may make the Strike from Return the
Favor at any point during this movement. As long as
Long experience has made you more able to make the
you move at least 5 feet after a successful Strike from
most of your weapons' intricacies. Your proficiency
Return the Favor, you regain grit.
ranks for simple and martial weapons, unarmed
attacks, and any proficiencies granted by your Outlaw If you land a successful Strike with the Return
Wanderer's path increase to expert. When you the Favor reaction, the target of that Strike is flat-
critically succeed at an attack roll, you apply the footed to your next attack on the following turn.
critical specialization effect for the weapon you’re Peacekeeper If you succeed at an Athletics check with
wielding. the Return the Favor reaction you deal additional
nonlethal damage equal to the resistance value of
UNSHAKEABLE 7th
Steely Demeanor. You may add the nonlethal trait
Your unbreakable will makes it difficult for mental
to any melee weapon in which you are trained.
effects to take hold. Your proficiency rank for Will
saves increases to master. When you roll a success on a Evasion 11th
Will save, you get a critical success instead. You've learned to move quickly to avoid explosions,
dragons' breath, and worse. Your proficiency rank for
VALIANT SENSES 7th
Reflex saves increases to master. When you roll a
When you enter the heat of battle, you keep your wits.
success on a Reflex save, if you get a critical success
Increase the circumstance bonus to your Perception
instead.
when you have grit to a +2 circumstance bonus; this
bonus increases to +3 at 13th level. When you don't Medium Armor Expertise 11th
have grit, you still get half this circumstance bonus to You’ve learned to defend yourself better against
your Perception. attacks. Your proficiency ranks for light armor,
medium armor, and unarmored defense increase to
WEAPON SPECIALIZATION 7th
expert.
You’ve learned how to inflict greater injuries with the
weapons you know best. You deal 2 additional Unspoken Word 13th
damage with weapons and unarmed attacks in which You can use Diplomacy, Deception, or Intimidate
you are an expert. This damage increases to 3 if you’re actions that would normally require you to share a
a master, and to 4 if you’re legendary. language with a target creature as if you shared a
language so long as what is being communicated is of
EAGLE EYES 9th
common ground (GM's discretion).
Through your adventuring, your eyes have become
sensitive to the slightest movement. Your proficiency Weapon Mastery 13th
rank for Perception increases to master. You fully understand the intricacies of your weapons.
Your proficiency ranks for simple and martial
HONED TECHNIQUE 9th
weapons, unarmed attacks, and any proficiencies
Your experience and practice have further enhanced
granted by your Wanderer's path increase to master.
your specialization. Your proficiency rank for your
Wanderer class DC increases to expert. You also gain Greater Weapon Specialization 15th
an additional benefit based on your Wanderer's path. Your damage from weapon specialization increases to
Marksman If you land a successful Strike with the 4 with weapons and unarmed attacks in which you’re
Return the Favor reaction, you may make a single an expert, 6 if you’re a master, and 8 if you’re
Reload action as part of the reaction on the weapon legendary.
used for the Strike of Return the Favor. If the
weapon used for this Strike requires more than one Improved Unshakeable 15th
Reload action, you can perform the additional Your willpower is matchless. Your proficiency rank for
actions required to Reload on the following turn. Will saves increases to legendary. When you roll a
critical failure on a Will save, you get a failure instead.
Ronin You can Stride your full speed instead of half
When you roll a failure on a Will save against a
your speed when you take the Return the Favor
damaging effect, you take half damage.
Wanderer
WANDERER
Trigger You are the target of an attack or are subject
to an area of effect that requires a reflex save
Prerequisites Trained in Deception
You move for cover quickly. You immediately use the
Trigger You are the target of a melee attack
Take Cover action. If you do not meet the
Requirements You are not flat-footed
requirements, you can fall prone as part of this action.
With a flick of the wrist or a bend of the body, you
If the triggering attack misses or you roll at least a
position yourself to create blind spots. Make a Feint
success against the triggering reflex save, you do not
against the triggering creature. If you get a success or
discharge grit.
better and you currently have grit, increase the
circumstance bonus to AC from grit against the RELIABLE ALLY FEAT 4
triggering Strike to +2. WANDERER
DREAD STRIKER FEAT 4 You've found an ally you can always trust. Once you
choose an ally, your choice can't be changed. The
WANDERER
following are reliable allies for the Wanderer:
You capitalize on your enemies’ fear to slip past their
defenses. Any creature that has the frightened Reliable Weapon You rely on your weapons with your
condition is also flat-footed against your attacks. life. Select one weapon or handwraps of mighty
DUELIST'S CHALLENGE blows when you make your daily preparations. In
FEAT 4
your hands, the item gains the effect of a property
WANDERER OPEN
rune and you also gain the weapon's critical
Select one foe that you can see and proclaim a specialization effect. Choose between cunning,
challenge. That foe is your dueling opponent until they fearsome, returning, or pacifying.
are defeated, flee, or the encounter ends. Any time you Reliable Trinket You find luck or comfort in a small
hit that enemy using a single one-handed melee object personal to you. Select one object of bulk L or
weapon while your other hand or hands are free, you less. While on your person, your Steely Demeanor
gain a circumstance bonus to the Strike's damage value increases by 2.
equal to the number of damage dice your weapon Reliable Steed You gain a young animal companion as
deals. If your opponent is defeated or they flee, you a mount. Ordinarily, your animal companion is one
gain grit. that has the mount special ability, such as a horse.
You can select a different animal companion (GM's
If you attack a creature other than your dueling
discretion), but this ability doesn't grant it the
opponent, you take a circumstance penalty to damage
mount special ability.
equal to the number of damage dice your weapon
deals. RUNNING RELOAD FEAT 4
LAY OF THE LAND FEAT 4 WANDERER
WANDERER DISCHARGE
You can reload your weapon on the move. You Stride,
Step, or Sneak, then Interact to reload.
Requirements You can perceive normally with at least
one precise sense WALK TALL FEAT 4
You know how to move even when the path is tough. WANDERER STANCE
You treat difficult terrain as normal terrain until the Requirements You do not use any action with the
end of your next turn. You may make a Step or Stride move trait besides a Step
as part of this action.
While you are in this stance, when you use the Return
At 14th level you may use this ability with greater the Favor reaction, as long as your attack was not a
difficult terrain. critical failure, you do not discharge grit.
Wanderer
WANDERER
When you move through natural terrains, you are
difficult to track. You always gain the benefits of the
Prerequisites expert in Athletics
Cover Tracks action in such terrains, without moving
You easily maneuver against your foes. Your Grapple, at half your Speed.
Shove, and Trip actions have a lower multiple attack
penalty: –4 instead of –5 if they're the second attack 8th level
on your turn, or –8 instead of –10 if they're the third or
BLIND-FIGHT FEAT 8
subsequent attack on your turn.
WANDERER
GRITTY ACUMEN FEAT 6 Your battle instincts make you more aware of
WANDERER concealed and invisible opponents. You don’t need to
When you're focused, all of your faculties are lifted. succeed at a flat check to target concealed creatures.
Choose between fortitude, reflex, or will saves, once You’re not flat-footed to creatures that are hidden from
this choice has been made it cannot be changed. While you (unless you're flat-footed to them for reasons
you have grit, you gain a +1 circumstance bonus to other than the hidden condition), and you need only a
saving throws and DCs with the chosen save. successful DC 5 at check to target a hidden creature.
If you have Unbreakable Demeanor, increase the While you’re adjacent to an undetected creature of
circumstance bonus to +2. your level or lower, it is instead only hidden from you.
While in this stance, you may Interact to draw a Critical Success The target is unaffected
weapon as a free action and Interact actions with your Success The target becomes dazzled until the start of
weapons lose the Manipulate trait. If your next action their next turn
after using Interact to draw a weapon is a melee Failure The target becomes frightened 1 and dazzled
Strike, the Strike deals an extra die of weapon damage. until the end of its next turn but can spend an
If you are at least 14th level, this increases to two Interact action to remove the dazzled condition
extra die of weapon damage. Critical Failure As success, but the target is frightened
2 and must spend two Interact actions to remove
PROTECTING PARRY FEAT 6 the dazzled condition
WANDERER
COILSPRING STANCE FEAT 8
Prerequisites Exceptional Parry
WANDERER STANCE
When you use Return the Favor, the ally targeted by
the triggering Strike gains the effects of your Parry Requirements You do not move more than your speed
until the end of their next turn. If the triggering attack before your next turn
from Return the Favor misses your ally, you do not Your muscles tense as you prepare to lash out at the
discharge grit. slightest provocation. As long as you are in this stance,
you gain an extra reaction each turn.
Wanderer
LOYAL ALLY FEAT 8 foe and keeping it in reach throughout its movement
until it stops moving or you’ve moved your full Speed.
WANDERER
You can use Close and Personal to Burrow, Climb, Fly,
Prerequisites Reliable Ally
or Swim instead of Stride if you have the
Your reliable ally is a loyal companion. You gain the corresponding movement type.
following benefit to your selection from Reliable Ally:
GRIT WARDEN FEAT 10
Reliable Weapon When you take the Return the Favor WANDERER
reaction, the enemy takes 4 additional precision
Requirements You currently have grit
damage from your attacks.
Reliable Trinket When you take the Return the Favor You grant adjacent allies a +1 circumstance bonus to
reaction, the ally who was the target of the AC.
triggering Strike increases their resistance from GUARDED STANCE FEAT 10
your Steely Demeanor by 4.
WANDERER STANCE
Reliable Steed You and your mount have grown closer,
Prerequisites Exceptional Parry
and your loyalty to each other is unbreakable. The
Requirements You are wielding a weapon with the
mount you gained through the Reliable Ally is now a
parry trait
mature animal companion. In addition, your mount
never attacks you, even if it is magically compelled Your weapon meets your opponents attacks
to do so. effortlessly. While you are in this stance, you
constantly have your weapon poised as if you'd used
PATIENT RETURN FEAT 8 Parry, as long as you meet that action's requirements.
WANDERER
PENETRATING SHOT FEAT 10
Requirements You currently have grit.
WANDERER DISCHARGE
Your focus enhances your ability to target your
Requirements You are wielding a ranged weapon
opponents. At the start of your turn, you gain a +1
circumstance bonus to your attack from Return the You shoot clear through an intervening creature to hit
Favor. This bonus increases by 1 at the start of each your mark. Choose a target that is giving lesser cover
turn you have held grit up to a maximum of +3. If you to another enemy. Make a single ranged Strike with
lose grit for any reason, the bonus resets to +1 at the the required weapon against both enemies. This attack
start of the next turn you have grit. ignores any lesser cover. Roll damage only once, and
apply it to each creature you hit. If both enemies take
STEELY RESISTANCE FEAT 8 damage from this Strike, you do not discharge grit. A
WANDERER DISCHARGE Penetrating Shot counts as two attacks for your
Trigger You are the target of a spell, attack, or effect multiple attack penalty.
that deals energy damage RUB SOME DIRT ON IT FEAT 10
Apply your Steely Demeanor resistance value to the
WANDERER
damage of the triggering effect or half that amount if
Requirements You would take persistent damage
the triggering effect deals force damage.
You can ignore persistent damage if you forgo the Flat
10th level Check to recover. If you have grit, you can instead
discharge grit to automatically remove an single
CLOSE AND PERSONAL FEAT 10
ongoing persistent damage effect.
WANDERER DISCHARGE
Make a Strike against the triggering enemy. If the You are difficult to track when on your home turf, even
target moved away from you with the triggering by magical means. While you are using the Cover
action you can Stride up to your Speed, following the Tracks action, anything that attempts to target you
Wanderer
with a Divination spell must first succeed at a Reliable Weapon Your reliable ally radiates power,
Counteract check against your survival DC. enhancing your chosen weapon. When you choose
the weapon for your reliable ally during your daily
12th Level preparations, add the following property runes to
CHEAT DEATH FEAT 12 the list of effects you can choose from: grievous,
WANDERER
thundering, and wounding.
Reliable Trinket If you or an ally benefiting from
Trigger You take damage that would reduce you to 0
Steely Demeanor would take damage, you can
Hit Points
double your resistance from Steely Demeanor but
Somehow you always escape the reaper by a hair's
your trinket becomes broken and does not provide
breadth. You avoid being knocked out or killed and
you benefits until your next daily preparations.
remain at 1 Hit Point, but you become doomed 1 (or
Reliable Steed Under your care, your mount has
increase your doomed value by 1 if you were already
realized its innate potential. The mount you gained
doomed). You can't reduce or ignore the doomed
through Reliable Ally is now a nimble or savage
condition from Cheating Death. The doomed condition
animal companion. During an encounter, even if you
from Cheating Death lasts for 10 minutes, though this
don't use the Command an Animal action, your
doesn't affect the duration of any other doomed
mount can still use 1 action on your turn to Stride or
condition you have.
Strike.
FORESEE DANGER FEAT 12
UNCANNY DEMEANOR FEAT 12
CONCENTRATE WANDERER
WANDERER
Trigger A creature targets you with an attack and you
When you take the Return the Favor reaction, you
can see the attacker
may half the resistance value from Steely Demeanor
You perceive every possible way your foe's attack and in exchange apply the resistance value to a
could land and attempt to avoid them all. The damage type of your choice.
triggering attack roll targets your Perception DC
instead of your AC. Though this allows you to avoid 14th level
taking penalties to your AC, it doesn't remove any
DASTARDLY RETURN FEAT 14
conditions or other effects causing such penalties. For
WANDERER
example, an enemy with sneak attack would still deal
extra damage to you for being flat-footed, even though Prerequisites Outlaw
you wouldn't take the –2 circumstance penalty when You may treat yourself as an ally for the purpose of
defending against the attack. the Return the Favor reaction when the triggering
creature is flat-footed to you.
IMPOSING HUSTLE FEAT 12
WANDERER
FROM THE HIP FEAT 14
Prerequisites Walking Tall WANDERER
circumstance bonus to AC from the Parry action and When you gain the Dying condition and/or reach 0 hit
the result of that Strike is a failure, you gain grit. points, you do not become unconscious. However, the
Dying condition otherwise works normally; you must
PEACEMAKER FEAT 14
still attempt a recovery check at the beginning of each
WANDERER of your turns, taking damage increases the condition,
Prerequisites Peacekeeper and you die if you reach dying 5. In addition, if you
You may treat yourself as an ally for the purpose of have grit you die from the dying condition at dying 6,
the Return the Favor reaction if the triggering creature rather than dying 5.
has dealt lethal damage to you since the start of your
RECKLESS ASSAULT FEAT 16
last turn and you have not dealt lethal damage to
them. WANDERER
WHIRLING RETURN FEAT 14 These bonuses and penalties last until you are
WANDERER unconscious, until the encounter ends, or until you are
Prerequisites Ronin above half Hit Points, whichever comes first.
You may treat yourself as an ally for the purpose of SOMETHING'S OFF FEAT 16
the Return the Favor reaction if the triggering creature
WANDERER FORTUNE
used an action with the Move trait this turn.
When you are subject to a Will save of an effect with
16th Level the illusion or enchantment traits or you make a
Perception check to Seek, you may roll twice and
BLANK SLATE FEAT 16
choose the better result. You may discharge grit to
WANDERER
attempt to counteract one effect with the mental trait
Prerequisites legendary in Deception you are under using your Perception modifier.
Your deceptions confound even the most powerful
mortal divinations. Detection, revelation, and scrying 18th level
effects pass right over you, your possessions, and your CHOSEN WARD FEAT 18
auras, detecting nothing unless the detecting effect WANDERER
has a counteract level of 10 or higher. For example,
Those you place under your protection can breathe
detect magic would still detect other magic in the area
easier. During your daily preparations, select an ally.
but not any magic on you, true seeing wouldn't reveal
Whenever you are within line of sight of that ally and
you, locate or scrying wouldn't find you, and so on.
you possess grit, your ally gains the benefits of your
DON'T FEAR THE REAPER FEAT 16 grit including the resistance from Steely Demeanor.
WANDERER
Prerequisites Diehard
No matter how much damage you take, you keep
fighting until either you or your opponents are dead.
Wanderer
UNWAVERING ALLY FEAT 18 would logically take much longer, but you could not
arrive in the Shadow Plane unless you have access to
WANDERER
some means of planar travel. If circumstances
Prerequisites Remarkable Ally
potentially within your control would prevent you
With your ally at your side, you are a force. You gain from using this ability, your GM might allow you to
the following benefit to your selection from Reliable make one or more appropriate skill checks to account
Ally: for this. For example, if you could not reasonably
Reliable Weapon Whenever you critically hit a foe travel anywhere due to being imprisoned, your GM
with your chosen weapon using Return the Favor, might allow you to make a Thievery check to pick the
lock and a Stealth check to sneak out of the prison as
the target takes persistent bleed damage equal to
two of the weapon's damage dice. part of using this ability.
Reliable Trinket Whenever you use the Return the 20th level
Favor reaction and you prevent damage to your ally,
you can evenly split the remaining damage between ALL FOR ONE FEAT 20
the ally and yourself. You do not apply your Steely WANDERER DISCHARGE
IN THE NICK OF TIME FEAT 18 Trigger An enemy's attack hits you or you fail a saving
throw against an enemy's ability.
WANDERER
You deftly avoid death in a way that defies possibility.
You have the uncanny ability to show up exactly when
If the triggering effect was an enemy's attack hitting
and where you're needed. You can instantly arrive at
you, the result of the enemy attack roll is treated as
any location, as long as at least one of your allies is at
one step lower. If the triggering effect was you failing
that location and you could reasonably travel there. If
a saving throw, you treat your degree of success as
the allies you are traveling to are in combat, you arrive
one higher.
at the end of the current round, and you automatically
are last in the initiative order and you start the turn
with grit.
were already trained in both skills, you instead Prerequisites Wanderer Dedication; expert in Will saves
become trained in a skill of your choice. You also Your proficiency rank for Will saves increases to master.
become trained in wanderer class DC. You don't gain
any other effects of your chosen path.