Wanderer
While most druids eventually settle in a specific locale, Wanderers travel widely, delighting in Nature's infinite variety of life. They typically have a better idea of the "big picture" in the world than other druids and usually remain on good terms with local bards and rangers. Druidic leaders often use Wanderers as messengers or missionaries.
Role
Wanderers are more gregarious than most druids, enjoy meeting and talking with people - especially rural folk. Although the Wanderer acts carefree, this genial nature masks a keen mind and a strong interest in everything going on around her. Many Wanderers have animal companions.
Distinctive Appearance
None
Special Benefits
A Wanderer receives a +1 reaction adjustment bonus from Bards, Rangers, and traveling folk such as tinkers and Gypsies.
When traveling over long distances the Wanderer covers ground at a one-third faster rate than a normal traveler would - that is, if a normal person can walk 24 miles in a day without force-marching, the druid can walk 32 miles with the same exertion. Wanderers simply feels more accustomed to walking long distances than most - plus, she knows short cuts and secret trails. (This heightened speed is cumulative with the ability of many druids 3rd level and higher to travel through overgrowth or other difficult terrain without penalty.) With a Wanderer guide, a party can increase travel time by one-sixth; thus, an unencumbered party led by a Wanderer would travel 28 miles in a day, not 24.
Special Hindrances
Constantly on the move, a Wanderer never allows herself to be burdened. A Wanderer cannot have retainers, hirelings, mercenaries, or even servants until she reaches 12th level (but animal companions can travel with her). The druid cannot possess more treasure than she can carry; she either converts the excess into a portable form (gems, etc.) or donates it to a worthy cause, such as the druidic order.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Staff
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Animal Training, Singing, Weather Sense, Healing, Herbalism, Religion, Mountaineering, Running, Survival, Tracking
Equipment
The druid should spend her initial allotment of gold pieces entirely on equipment, as she loses all unspent starting money in excess of 1 gp.
Wealth Options
3d6x10 gp.