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Wayfarer Guide

(Complete Arcane variant, p. 65)

The wayfarer guide focues on honing her skill at instantaneous magical transportation.

Requirements

Skills: Knowledge (arcana) 10 ranks , Knowledge (geography) 10 ranks

Spell: Able to cast teleport.

Special: A prospective wayfarer guide must join the Wayfarers Union (although she can later quit without losing previously acquired levels).


Hit die

d6

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Wayfarer guides gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At 1st and 3rd level, a wayfarer guide gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a wayfarer guide, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Enhanced Capacity (Ex): A wayfarer guide can transport material more efficiently. When casting any spell with the teleportation descriptor that allows other willing creatures to be brought along, a wayfarer guide can bring along one additional Medium touched willing creature (carrying gear or objects up to its maximum load) per class level, subject to the same restrictions given in the teleport spell description. For example, a 9th-level wizard/2nd-level wayfarer guide can bring up to five other Medium or smaller creatures with her (instead of the normal limit of three creatures for an 11th-level caster).

Improved Range (Ex): A wayfarer guide can travel greater distances when teleporting. When the character casts any spell with the teleportation descriptor, the maximum distance covered by the spell increases by 50%. For example, a 9th-level wizard/1st-level wayfarer guide can teleport up to 1,500 miles with a single teleport spell (instead of the normal limit of 1,000 miles for a 10th-level caster).

Extra Teleportation: Beginning at 2nd level, a wayfarer guide gains an extra 5th-level spell slot, which can be used only for a teleport spell.

Enhanced Accuracy (Ex): At 3rd level and higher, a wayfarer guide becomes more skilled at arriving on target. When casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport), a wayfarer guide can roll twice and choose the result she wants.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Enhanced capacity, improved range +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Extra teleportation
3rd +1 +1 +1 +3 Enhanced accuracy +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Speak Language None yes no
Spellcraft INT yes no

Also appears in

  1. Tome and Blood: A Guidebook to Wizards and Sorcerers

Spells for Wayfarer Guide

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