Traveler (Character Kit)

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==Traveler==
Travelers are most akin to the standard adventuring wizard in that they have no set goal but to learn and advance in their chosen profession. All aspects of chronomancy and Temporal Prime fascinate this character type. Most known chronomancers are Travelers, as they take no pains to hide their status as a wizard and sometimes go to great lengths, even flaunting their ability to manipulate time, to be sure people remember them. Even so, they guard the mechanics of their magic as well as any other chronomancer, ensuring that they remain unique among wizards.
Travelers visit other times like most adventurers visit the local ruins. They tend to look out for number one, being very self-important and always watching the scene unfolding around them to figure how it might best benefit them. Like most chronomancers, Travelers tend to head for the action. This character can be found near important events or people—rarely in hiding.
Requirements: Any chronomancer can be a Traveler.
Role: Travelers are normally considered the "black sheep" of chronomancy, since they tend to cause trouble, purposefully or inadvertently, wherever they go. They have no set goal or rules that they live by, but they like to be involved in important events. Most people give them the respect due a wizard, but their meddling can cause their welcome to be worn thin rather quickly.
Travelers love being on the road, whether on Temporal Prime or dawdling about in the past or future. Their travels usually begin as a set of random hops to different time frames, and they rarely stay in reality for longer than necessary before time traveling again. Eventually they find some type of chronal puzzle or inconsistency and begin tracking it. This leads to more time hopping, but now with a purpose.
Weapon Proficiencies: Initially, Travelers are required to take either the knife or dagger. Later, they may choose any sort of weapon that they wish, within the normal wizard restraints.
Nonweapon Proficiencies:
* Required: None.
* Recommended: (Chronomancer) Disguise, Future History, Future Languages, Local History; (Thief) Reading Lips, Tumbling; (Wizard) Ancient History, Ancient Languages, Reading/Writing, Spellcraft.
Equipment: Due to the predicaments in which Travelers often find themselves, it is recommended that several knives or daggers be bought and secreted about their persons. There are no other requirements.
Special Benefits: The Traveler spends so much time learning about chronomancy and practicing it that the usual problems most chronomancers suffer when dealing with temporal forces are lessened or done away with altogether. In effect, when any kind of Wisdom check for something related to time traveling is required, the Traveler gains a +1 bonus. This would apply, for instance, to a character covered with strands (see page 34) trying to return to reality.
Special Disadvantages: Due to their self-promoting nature, Travelers tend to attract a lot of attention. This can work against them in several ways. If Guardians determine that their presence is harmful to the timestream, they are easy to find. Also, powerful people in nearly every age are bound to covet a Traveler's powers, whether they wish to alter the past or to ensure a particular vision of the future. These people are not likely mince words about getting what they want.
There is nothing that Travelers can really do about this problem. Their overwhelming attraction to the spotlight eventually causes them to seek the notoriety from which they then suffer.
Wealth: Travelers receive the standard wizard's wealth of (1d4+1) x 10 gp.
Category:Character Kit
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