Description: The Wanderer is a lonely Paladin who travels the
land in search of evil. They are often friends of the common man and are
of all Paladins the least arrogant and aloof. They can come from any background.
To become a Wanderer, a Paladin must meet the normal requirements of a
Paladin, except for his Constitution, which must be 14 or higher.
Role: Wanderers often help the weak and defenseless citizens
of a society. They are not as law-bound as most paladins and can
therefore allow themselves some freedom in their actions.
Secondary Skills: Any reasonable.
Weapon Proficiencies: A Wanderer must be proficient in either
the Staff, the Dagger or the Knife. These weapons know many uses
on the road and knowing how to use at least one is essential for
a Wanderer. Many Wanderers spend two Weapon Slots to become proficient
in all Polearms, as per the Complete Fighter's. This is not required,
however. A Wanderer cannot specialize in a weapon.
Nonweapon Proficiencies: Bonus: Running, Direction Sense.
Suggested: Tracking, Mountaineering, Local History, Herbalism, Healing,
Animal Lore, Agriculture, Survival, Endurance, Fishing, Hunting.
Spheres: A Wanderer has access to the following Spheres
of Influence once he can cast Spells: Travellers, Healing, Protection,
Sun. If you do not have the Tome of Magic, you can substitute Travellers
Special Benefits: A Wanderer travels the lands on foot. To
increase his speed, he can use his Running Proficiency, or he can
Force March. Any penalties on Attack Rolls, etc. due to Forced March
only, are halved, rounded up (so there's always a -1 penalty). When
Running, a Wanderer has no penalties on the first day of Running.
The second benefit of a Wanderer is that while he is as Lawful
Good as any Paladin, he only respects one authority; his religion.
Therefore, he is not penalized very hard if he commits Chaotic Good
actions in relation to a country's laws, e.g. if he breaks the law
in service of Good and his Religion. In a Party, a Wanderer must
behave himself as any Paladin.
Although a Wanderer must tithe like a normal Paladin, if he can
spend his money any way he wants if there is no place where he can
tithe within a day's walk that he knows of.
Special Hindrances: A Wanderer disdains steeds. He cannot
learn any Riding Proficiency and cannot call for his Warhorse at
3rd level. He can acquire a Horse like a normal character, and ride
it without any benefit. Although there are no penalties for Horseriding,
a Wanderer would rather show his worth and go by foot. Wanderers
hate the game "Elfenroads".
A Wanderer does not radiate any authority like a normal Paladin.
Therefore, they cannot Turn Undead.
A Wanderer cannot keep more possessions than he can take along
on his travels.
Ethos: A Wanderer is the most free of all Paladins. Although
he must always further the cause of good wherever he is, he is not
punished much if that involves breaking certain laws. The penalties
become normal if the Wanderer breaks laws without good reason.
A Wanderer does respect one authority and one order: his religion.
That he considers the true Law and Rule of the Universe.
I borrowed this Kit from Archmage's
Homepage. He has a great collection of different role playing
kits and accessories. I suggest checking out this homepage! This
Kit was just so kender like I couldn't pass it up.