Road (Wanderer)Road (Wanderer) CR 2Source GameMastery Guide pg. 290 XP 600 Human bard 1/rogue 2 N Medium humanoid Init +2; Senses Perception +5DefenseAC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge) hp 16 (3d8+3) Fort +1, Ref +7, Will +1 Defensive Abilities evasionOffenseSpeed 30 ft. Melee dagger +2 (1d4+1/19–20) Ranged dagger +3 (1d4+1/19–20) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), sneak attack +1d6 Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—silent image (DC 14), sleep (DC 14) 0 (at will)—dancing lights, lullaby (DC 13), mending, prestidigitationStatisticsStr 12, Dex 15, Con 13, Int 10, Wis 8, Cha 16 Base Atk +1; CMB +2; CMD 15 Feats Deceitful, Deft Hands, Dodge Skills Acrobatics +7, Bluff +11, Disable Device +12, Disguise +13, Escape Artist +6, Handle Animal +4, Knowledge (local) +5, Perception +5, Perform (dance) +8, Perform (percussion) +10, Sleight of Hand +10, Stealth +8 Languages Common SQ bardic knowledge +1, rogue talent (stand up), trapfinding +1 Combat Gear scrolls of cure light wounds, disguise self, invisibility (2), smokesticks (2), tanglefoot bag, thunderstones (2); Other Gear leather armor, daggers (5), disguise kit, masterwork tambourine, masterwork thieves’ tools, mule and wagon, 25 gp
Boon A wanderer can smuggle an item or person into or out of a guarded city or encampment in their wagons or as part of their troupe.
A wanderer is a member of a band of traveling folk who ply the back roads and alleys of more settled lands, often chased by rumors of thievery or kidnapping, mending pots and knives and giving exotic performances that arouse the ire of the staid.
Wanderers are often excellent entertainers, whether musicians, dancers, or actors, but can also serve as exotic cutpurses and charlatans.
Wanderers often travel in troupes of four entertainers (CR 6), or in larger groups of a dozen or more (CR 9+). A lone wanderer might accompany a vagabond (CR 4) or hedge wizard (CR 5), while a troupe of five or six might work with a fortune teller (CR 8) or highwayman (CR 9).
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