The Sojourner uses his gifts to allow him to move himself and others great distances and to clear the path from enemy obstructions. He has learned to travel both upon the land and between dimensions with grace and ease. A true Macronaut.

Step 1: Attributes
Roll attributes as normal but raise INT to 15 and WIS to 14, or if already over add +1 instead. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Astral
Knowledge Geomancy
Knowledge Magic
Knowledge Planar
Science Planar
Step 3: Abilities
Sojourners gain all the following free;

Spellcast - The first sphere the shaman learns from is free and must be from Translocative, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Translocative, Psionic and Common. Sojourners can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 14, 17 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Sojourners start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Anchor 5 The character cannot be forcibly removed via banishment, dimensional transport, gateway, portal, or any form of time displacement. 
Astralwalk 5 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Familiar Link 5 The Sojourner may summon and permanently psionically link with a companion of the character's choice, traditionally it is a small animal. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Language 5

The character has the ability to rapidly learn any language if sufficient material is available for him to work with. Once the language is mastered the hero is fluent in that language, provided he is physically capable of communicating in it. The number of languages he is currently fluent in is limited to his level + INT. When he exceeds that limit he begins to forget a previously mastered language. This will usually be some obscure tongue he has had little use for. The speed with which a he can learn a new language is determined by its strangeness and what source materials are available. He can read, write, speak and understand any language at his base INT score after 1 day (-1 hour per INT of listening, studying and practicing it). 

Planar Navigation 5 The ability to instantly know what dimension the character is in and how to get home (Note: it may be possible for Cosmic beings in another dimension to block his senses). He can also perceive wormholes, gates, planar portals, etc and where they go.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility and recognise what dimension or universe they originate from. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian and Academic Researcher (specialising for instance in Dimensions, etc).

 

 

Modern Classes