Wayfarer Prestige Class

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    A Wayfarer makes her home not in one archipelago of the Ocean of Panakos, but in the broiling seas between.

    Hit Die: d8

    Requirements

    To qualify to become a Wayfarer, a character must fulfill all of the following criteria:

    Alignment: Any.

    Skills: Profession (sailing) 3 ranks, Knowledge (geography) 3 ranks

    Special: Must have visited at least three Panakos realms.

    Class Skills

    The Wayfarer’s class skills (and the key ability for each) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).

    Skill Points at Each Level: 6 + Int modifier.

    Table: Wayfarer

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +2 +0 Chosen deity, the rutter, weapon proficiencies
    2nd +1 +3 +3 +0 Mystic tattoo 1, vessel bond 1, bonus feat
    3rd +2 +3 +3 +1 Swagger, storm mastery
    4th +3 +4 +4 +1 Mystic tattoo 2, bonus feat
    5th +3 +4 +4 +1 Vessel bond 2, storm turning
    6th +4 +5 +5 +2 Scryglass, storm control
    7th +5 +5 +5 +2 Mystic tattoo 3, bonus feat
    8th +6 +6 +6 +2 Vessel bond 3, improved rutter
    9th +6 +6 +6 +3 Improved scryglass, bonus feat
    10th +7 +7 +7 +3 Vessel bond 4, mystic tattoo 4

    Class Features

    The following are class features of the prestige class.

    Weapon and Armor Proficiency

    Wayfarers are automatically proficient with all simple weapons, as well as the following: rapier, longsword, shortbow, composite shortbow, net, scimitar (as a cutlass), pistol, musket.

    Chosen Deity

    The Wayfarer must choose a patron deity, who shares at least partial alignment with the character. The character shall bear a tattoo of the symbol of the deity. This deity’s spheres will influence which powers are granted with Mystic Tattoos.

    The Rutter

    A Wayfarer’s Rutter is his personal collection of maps, logbooks, and navigation notes. For a young Wayfarer, this could be merely a few scraggly notes, a tattoo of an island, or some scraps of treasure map, but as the Wayfarer grows in experience, it will eventually occupy scroll tubes, locked boxes, book cases, or even entire libraries of ships. While a Wayfarer is navigating in seas for which he has a chart, set of notes, or other reference within his Rutter, he adds his wayfarer level to all checks to navigate, steer, or pilot the vessel. A Wayfarer’s Rutter may be added on by acquiring, stealing, copying, or creating additional charts and navigation notes. Part or all of a character’s Rutter may be stolen, in which case that character will have to start accumulating one all over again.

    Improved Rutter: The character is so advanced, he/she has memorized his Rutter, and no longer needs to carry it with him when voyaging to gain the benefits listed above.

    Bonus Feat

    The Wayfarer may choose from among the following bonus feats:

    Martial Weapon Proficiency: longbow, composite shortbow, composite longbow, falchion, or Exotic Weapon Proficiency: bastard sword, whip, Two-Weapon Fighting, Point-Blank Shot, Far Shot, Quick Draw, Weapon Finesse, Talented Merchant, Endurance.

    Mystic Tattoo

    Mystic Tattoos are holy tattoos, crafted of ink of the White Octopus, a very rare inhabitant of Panakos, and are runes to the character’s chosen god. Each level of Mystic Tattoo allows the character to add one tattoo, which may be activated once per rest period. Higher levels afford the character the option of choosing a higher level bonus spell to tattoo, as well as a second lower tattoo of their choice. For instance, at Mystic Tattoo 2, a character may inscribe a 2nd level bonus spell from the character’s god’s domains, and another 1st level bonus spell from the character’s god’s chosen domains. At Mystic Tattoo 3, a character may inscribe a 3rd level bonus spell, and either a 2nd or a 1st level bonus spell. Activating it requires the Wayfarer to touch the tattoo with his or her finger, treated in all ways like activating a spell with a semantic component only. Tattoos cost 100 gp worth of white octopus ink per level of tattoo. Getting tattoos of spells with expensive material components requires ten times the value of those material components in specially component infused tattoo ink, but the spell thereafter never requires material components to activate from a tattoo. Mystic Tattoo 0 is a special case – the character may choose any one orison or cantrip as a tattoo, from any list, which can be used repeatedly just as a regular orison or cantrip can.

    Vessel Bond

    A Wayfarer has bonded to a sailing vessel of his choice. While aboard the Bonded Vessel, the Wayfarer receives a +1 circumstance bonus on all saves, hit rolls, Armor Class, and skill checks for every level of Bond, due to his familiarity of the deck layout, rigging, and nuances of the motion of the boat. A wayfarer’s bonded vessel is never considered to be difficult terrain to him, regardless of the weather. A character may only be bonded to one vessel at a time, and doing so requires one full day of detailed exploration, examination, and slight repairs, per level of Bond.

    Swagger

    In no armor or light armor, the Wayfarer’s jeers and jaunts grant him his Charisma bonus to Armor Class. Additionally, once per round when hit in combat, the Wayfarer may make a Bluff check as an immediate action to negate the hit. The hit is negated if the Bluff check result is greater than the opponent’s attack roll.

    Storm Mastery

    Wayfarer is considered to have the Channel Energy class feature and Elemental Channel feat, with respect to air and water elemental subtypes only. He considers his wayfarer level to be the “cleric level” used during the channel.

    Storm Mastery

    Wayfarer is considered to have the Channel Energy class feature and Elemental Channel feat, with respect to air and water elemental subtypes only. He considers his wayfarer level to be the “cleric level” used during the channel.

    Storm Turning:

    Wayfarer is considered to have the Turn Undead feat, except only applicable to outsiders with the air or water elemental subtype.

    Storm Control

    Wayfarer is considered to have the Command Undead feat, except only applicable to outsiders with the air or water elemental subtype.

    Scryglass

    While looking through a specially prepared spyglass (1,000+ gp val) the character may implement the effect of a scrying spell, viewable by themselves through the spyglass only, once per hour. The scrying target must be within line of sight, but may be miles away. Solid or liquid physical obstructions block the effect, (waves, rocks, boat hulls) but weather born obstructions (fog, mist, rain) do not. Magic obstructions to this effect are up to GM discretion.

    Improved Scryglass: The Scryglass ability may be used any number of times per rest period.

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