Wanderer (Zoroaster)

Wanderers are mystics who travel the empire to seek enlightenment. They can be of either Adeva, Asura or Deva, and are thus very unpredictable in nature. This makes them respected, even feared, but not always appreciated.

A wanderer has a problem functioning as a rules, since his feet tend to walk away with him. However, it is possible for a wanderer to repress this travelling urge temporarily.

Hit Die: d8.

Class Skills
The Wanderers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Wanderer
All of the following are class features of the Wanderer.

Weapon and Armor Proficiency: Wanderers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Aura (Ex): A Wanderer of a adeva (chaotic), asura (evil), deva (good) inclination has a particularly powerful aura corresponding to the deitys alignment (see the detect evil spell for details).

Spells: A Wanderer casts divine spells, which are drawn from the Wanderer spell list. A Wanderer does not prepare spells in advance.

To prepare or cast a spell, a Wanderer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wanderers spell is 10 + the spell level + the Wanderers Wisdom modifier.

Like other spellcasters, a Wanderer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wanderer. In addition, he receives bonus spells per day if he has a high Wisdom score. A Wanderer also gets one domain spell of each spell level he can cast, starting at 1st level. When a Wanderer prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Wanderers meditate or pray for their spells. Each Wanderer must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Wanderer can prepare spells.

The wanderers selection of spells is extremely limited. A wanderer has access from the Healing clerical domain list, as well as the spells from two additional domain lists chosen from the following; Air, Ancestor, Animal, Beastmaster, Celestial, Community, Creation, Divination, Exorcism, Flame, Fortune, Glory, Good, Guardian, Hero, Knowledge, Metal, Nature, Protection, River, Stone, Strength, Sun, Travel, War, Wood.

A wanderer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level.

Turn or Rebuke Undead (Su): Any Wanderer, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good Wanderer can turn or destroy undead creatures. An evil Wanderer instead rebukes or commands such creatures. A neutral Wanderer must choose whether his turning ability functions as that of a good Wanderer or an evil Wanderer. Once this choice is made, it cannot be reversed.

A Wanderer may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Wanderer with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A Wanderers bonus language options are Adeva, Asura, and Deva.

Improved Unarmed Strike: A wanderer learns this feat at first level.

Depths of the Void: The wanderer learns this feat as a bonus feat at level 2.

Bonus Khio Feat: The Wanderer may choose one Khio bonus feat every foour levels, but must meet any prerequisites of the feats he learns.

Class Restrictions
Wanderers may not stay in one province for longer than one season, or lose his spells per day until he starts wandering again.

This class seems overly weak as-is, and I have thus made a suggested Revision.