This prestige class is based off of the Wayfarer’s Guide in the Complete Arcane published by WotC. It is meant to be a more fine-tuned and dedicated version of the original prestige class.
A danger wayfarer is an elite member of the Wayfarer’s Union. They have proven their loyalty and worth to the union and have focused their skills on the magic of travel. In order to become a full danger wayfarer, they must take a certification exam that covers the many aspects of geography (such as reading maps correctly), and planar travel (i.e. how the cosmology is intertwined).
Danger wayfarers are usually clerics with the travel domain, sorcerers, and wizards who have devoted their studies to the prospects of traveling. These individuals also take levels in bard or ranger to meet the Knowledge requirements more quickly. They are frequently found in the union’s personal libraries, pouring over maps, spell books, and creature compendiums hoping to be prepared for whatever they may encounter abroad. Since they can also transport to different planes of existence, the union frequently holds seminars on the dangers of interplanar travel, usually including a package of useful gear for such occasions.
Most danger wayfarers have been part of the union for years, and usually are utilized by state governments to transport military goods and personnel, though players can hire their services for more dangerous excursions, so long as they have the funds to do so. A danger wayfarer’s dues are generally higher, but with the extra price, they gain access to many benefits that a wayfarer guide does not. These include health benefits that cover not only the danger wayfarer, but also the people to which she is employed, access to the union’s libraries, and many training seminars on how to accurately use their abilities.
Adaptation: The danger wayfarer is usually a high ranked member of the Wayfarer’s Union. Even if your campaign doesn’t have a worldwide union in place, a danger wayfarer may be present, usually under the employ of local governments. However, they may in fact break the laws of other governments if they are transporting goods or travelers into areas that may be controlled by another rival union.
Hit Die: d6.
To qualify to become a danger wayfarer, a character must fulfill all the following criteria.
- Skills: Knowledge (arcane) 10 ranks, Knowledge (geography) 10 ranks, Knowledge (the planes) 5 ranks.
- Spell: Able to cast teleport.
- Special: A prospective danger wayfarer must either be or have been a member of the Wayfarers Union and completed the exam to be certified as a danger wayfarer.
The danger wayfarer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int Modifier.
All the following are class features of the danger wayfarer.
Weapon and Armor Proficiency: Danger wayfarers are proficient with light armor, but do not gain any proficiency with shields.
Spells per Day/Spells Known: At each level indicated on Table 1-2, a danger wayfarer 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 danger wayfarer, 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 danger wayfarer can transport material more efficiently. When casting any spell with the teleportation descriptor that allows other willing creatures to be brought along, a danger wayfarer 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 10th-level sorcerer/ 4th-level danger wayfarer cam bring up to seven other Medium or smaller creatures with her (instead of the normal limit of four creatures for a 12th-level caster).
Enhanced Range (Ex): A danger wayfarer 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 danger wayfarer 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 danger wayfarer gains an extra 5th-level spell slot, which can be used only for a teleport spell.
Enhanced Accuracy (Ex): At 3rd level, a danger wayfarer 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 danger wayfarer can roll twice and choose the result she wants.
Extra Plane Shift: Beginning at 4th level, a danger wayfarer gains an extra 7th-level spell slot, which can be used only for a plane shift spell.
Improved Capacity (Ex): At 5th level, a danger wayfarer’s capacity for transporting material becomes even more efficient. When casting any spell with the teleportation descriptor that allows other willing creatures to be brought along, a danger wayfarer can bring along two additional Medium touched willing creatures (carrying gear or objects up to its maximum load) per class level, subject to the same restrictions given in the teleport spell description.
Improved Range (Ex): Upon achieving 6th level, a danger wayfarer can travel even greater distances when teleporting. When the character casts any spell with the teleportation descriptor, the maximum distance covered by the spell increases by 100%.
Improved Accuracy (Ex): Beginning at 7th level, a danger wayfarer continues her ability to arrive closer to her target. When casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport), a danger wayfarer can roll three times and choose the result she wants.
Extra (teleportation) Spell Slot: At 8th level, a danger wayfarer gains an extra spell slot that may be used for any spell with the teleportation descriptor. Once the spell is chosen, it is the only spell that may be used in this spell slot.
Exemplary Range (Ex): Upon achieving 9th level, a danger wayfarer continues her ability to travel greater distances when teleporting. When the character casts any spell with the teleportation descriptor, the maximum distance covered by the spell increases by 150%.
Perfect Accuracy (Ex): At 10th level, a danger wayfarer may roll a Knowledge (geography) skill check DC 25 to arrive on target when casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport). If a danger wayfarer fails the check, she can still roll three times and choose the result she wants.
In lands where arcane spellcasters are common and magic is prevalent, people in a hurry can avail themselves of a particularly useful trick: hiring a wizard to cast teleport to take them where they need to go. The Wayfarer’s Union grew out of an effort to standardize the rates and procedures for such travel, to provide a medium through which willing spellcasters could earn the high fees associated with such services,and to give paying clients a way to quickly find spellcasters capable of taking them where they want to go.
Wayfarer’s Union offices exist in a number of cities. Most offices are small, each serving as a base for no more than two or three spellcasters—who are rarely to be found sitting around and waiting for potential clients. Instead, the wayfarer’s retain a small staff of nonspellcasting agents to “work the desk.” When a client comes in seeking quick transportation,the agents contact whichever union spellcaster happens to be available. A wayfarer can usually be ready to travel within the hour, but it’s not unusual for all the union spellcasters in an office to be away at the same time or booked ahead by other clients, so that additional teleportation services might not be available for several days. Offices in large or prosperous cities tend to have more union spellcasters available, with correspondingly shorter and fewer periods of unavailability.
The Wayfarer’s Union prides itself on delivering its customers to any location that can be identified and sufficiently described, although any union member reserves the right to refuse transportation to a particularly dangerous or imprecise destination.
| Wayfarer’s Union Services and Fees
Service — Cost*
|Teleport, one-way, very familiar area — 900 gp|
|Teleport, one-way, studied area — 1,080 gp|
|Teleport, one-way, area seen casually — 1,260 gp|
|Teleport, one-way, area viewed once — 1,440 gp|
|Teleport, one-way, description only — 1,620 gp|
|Greater teleport — 1,820 gp|
|Teleportation circle, very familiar area — 3,060 gp|
|Scroll of teleport — 1,125 gp|
|Scroll of greater teleport — 2,275 gp|
|*Includes return travel of union caster. All costs cut by 25% with a contract for ten or more travel spells. All costs to hazardous locales are doubled.|
Joining the Union: Anyone who can cast teleport or employ some equivalent ability is welcome to join the Wayfarer’s Union. While spellcasters are preferred, some nonarcanists have joined the guild, relying on a helm of teleportation or similar device to provide travel services. The initiation fee is 200 gp, and each member pays the union dues equal to 20% of all income gained through employing travel magic for clients, usually remitted on a quarterly basis. More than a few members “forget” to keep track of the exact amount of dues they owe, but only the most egregious offenders are censured for this behavior.
Player Benefits: Members of the Wayfarer’s Union have access to the wayfarer guide prestige class, although taking this class is not mandatory. Wayfarers have numerous contracts to supply teleportational shipping, and they also undertake particularly dangerous assignments.
The great benefit of belonging to the union is the opportunity to make a lot of money by offering spellcasting services. Whenever a wayfarer is in a town with a union office, he can report to the local Travel Board on his availability for transportation. If a client comes in with a request for transportation, the member will be notified and given an opportunity to accept or decline the assignment. In busy offices, the union members generally respect a “queue” of availability, so that everyone has a fair chance to take on a client.
Wayfarers who frequently decline assignments tend to fall to the bottom of the queue, since the desk agents don’t like to waste time looking for spellcasters who are likely to say no.
The frequency of opportunities to take on teleportation assignments is left to the DM’s discretion. As a rough rule of thumb, about one person per month seeks teleportation services in a small city, one person per week in a large city, and two people per week in a metropolis. Cities that serve as centers of government for large realms often have much more traffic in the form of royal agents and diplomats going from place to place, and cities that are especially prosperous or blessed with magical qualities tend to have more traffic as well.
Roleplaying Suggestion: Mages who don’t like other people and who don’t see any need to cater to crass commerce generally don’t join the Wayfarer’s Union. You’ve joined the union because you like making money, and you’re not afraid to say so. Many of your fellow members are mages who would normally regard you as a rival or even an enemy, so union membership provides you with an opportunity to develop a professional relationship with a spellcaster you might otherwise have nothing to do with.
Establishing the nature of your relationship with regular clients or unusual customers is an excellent way to offer the DM potential adventure hooks. You’re not supposed to be too curious about who you’re taking where, but you can’t keep from noticing when you teleport someone into a dangerous situation or you seem to be aiding and abetting people engaged in nefarious goals.
Typical Member: Many mages join the union to meet a short-term fi nancial challenge, and then allow their memberships to lapse once they’ve earned a few thousand gold pieces. For this reason, in practice, there really isn’t a “typical” wayfarer. A black-hearted necromancer with a penchant for horrible acts of evil might put himself on his best behavior and make himself available for spellcasting if he needs the money and the local Travel Board decides that he won’t cause trouble while engaged in legitimate magical commerce.
Active union members must serve two months per year on the Travel Board, which is based in the union’s headquarters in a given city and deals with clients seeking magical travel. The Travel Board oversees the operation of the desk, collects dues from members, and administers the queue of on-call spellcasters. A character serving his stint on the Travel Board can expect union business to require his presence in the office one or two days per week. There’s no reason why Travel Board members can’t keep their place in queue and continue to accept assignments, but in very busy offices it’s considered good form to drop out of queue while serving on the Board.
Prestige Classes: While many members of the Wayfarer’s Union choose to take levels in the wayfarer guide prestige class, most do not. Any sorcerer or wizard who knows the teleport spell is perfectly capable of carrying out at least some of the assignments offered by the union.