Wanderer

Wanderers are holy travellers, going from place to place in a journey that lasts for a lifetime. They are usually well liked by the people they meet, since they always have a story or a curious trinket from a distant land they share willingly. The journey itself is how they worship their gods, with Fharlanghn followers usually exploring all of civilization and Ehlonna followers preferring uncharted lands.

Statistics

 * Hit Die: d8
 * Alignment: Any
 * Abilities: The Wanderer uses Wisdom for spellcasting.
 * Spells per day: As Wizard (Core Rules).
 * Spell Progression: As Wizard (Core Rules).
 * Spell list: Miracles of Travel.
 * Weapon Proficiencies: Simple weapons and favored weapon of aligned deity.
 * Armor Proficiencies: Shields (not tower shields).
 * The Wanderer casts spells spontaneously.
 * Skill points at 1st Level: 6 + Int modifier
 * Skill Points at Each Additional Level: 6 + Int modifier

Special Features
Wanderers meditate or pray for their spells. Each Wanderer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A Wanderer may prepare and cast any spell on the Miracles of Travel spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Domain
A Wanderer is granted one domain at first level and can choose among the following domains, depending on which god they align most strongly with:
 * Ehlonna:  Liberation or Luck domain.
 * Fharlanghn: Travel domain, with the following changes in the spell list: 3rd-Tiny Hut, 5th-Passwall, 7th-Legend Lore.

Armor of Faith
A Wanderer gains an armor bonus equal to his Wisdom modifier as long as he is not wearing armor. This bonus increases by +1 for every fourth Wanderer level, to a max of +5 at level 20.

Divine Swiftness
At third level, and every fourth level thereafter, the Wanderer gains a +10ft bonus to his base movement speed.

Sting of the Wanderer
The Wanderer gains 1 extra damage per level to his attack if he has moved more than 5 feet that round. This ability only works with swords or bows.

Edge of the Wanderer
The Wanderer gains +1 to the critical threat range of his weapon if he has moved more than 5 feet that round. Example: A long sword with a normal critical threat range of 19-20 would become 18-20. This ability stacks with other sources of increased critical threat range, like the Improved Critical feat.

Justice of the Wanderer
The Wanderer gains +1 critical multiplier for his weapon if he has moved more than 5 feet that round. This ability only works with swords and bows.