The Etherfarer (Character Kit)

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==The Etherfarer==
The etherfarer is expert in taking advantage of the special environments native to the Ethereal Plane. It is an ideal kit for those characters who plan to spend any significant time upon the Ethereal; however, this kit may be most appropriate for NPCs that Ethereal travelers are likely to meet. Specifically, etherfarers exist as a significant subset of the Etherfaring Society, a group of individuals that make their homes permanently upon the Ethereal Plane, and so have developed many new methods and skills for navigating and surviving the ethereal mists.
REQUIREMENTS: An etherfarer can be of any character class or sex but must have Wisdom of at least 12 and Intelligence of at least 9.
To gain entry into the Etherfaring Society (and so acquire this kit) a supplicant must perform a special quest. Normally, such a quest involves the delivery of some parcel or message to a far-off Society outpost in the Deep Ethereal. Often, such delivery is fraught with some hazard or danger that must be overcome in order to deliver the message to its rightful recipient. Those with sufficient native skill to trek across the Ethereal successfully are then initiated into the Society. Those who do not perform the quest, for whatever reason, are not invited to join the Society, although on rare occasions a second quest might be attempted after a waiting period of 12 months. Successful questers must spend six months under the tutelage of another etherfarer, after which they may acquire this kit and membership in the Society.
Those who gain membership into the Etherfarer Society are not required to remain in the Motherhouse permanently, but etherfarers are expected to return periodically to check in and share their knowledge of new derniplanes. The secret passwords and signs used by fellow members to identify each to the other are not easily forgotten, although both passwords and signs are changed at intervals, so that a 'farer long out of touch with the Society needs reinduction
PREFERED SCHOOLS: A wizard etherfarer is better served by specializing in either the school of alteration or the school of illusion/phantasm.
BARRED SCHOOLS: Wizards who specialize in either the school of abjuration or the school of divination cannot pick up the etherfarer kit. 
ROLE: The role of the etherfarer is that of Ethereal exploration and possibly exploitation, if trade opportunities from newly discovered worlds or demiplanes present themselves. Amidst prime society, the term "etherfarer" is not one often heard or even recognized; however, etherfarers are sometimes found on other planes trading in exotic furs, rare spices, and otherworldly perfumes. Unbeknownst to most customers, the sale items actually originate on an entirely different plane!
On the Ethereal, the etherfarer is a consummate expert in conditions, dangers, and opportunities within the misty reaches. Likely possessed of special skills and knowledge of the Ethereal and its special laws, an etherfarer makes a good guide for any that seek to travel across the Ethereal to a distant interplanar destination. On the other hand, an etherfarer makes a terrible foe against those who oppose him in his own intangible domain.
WEAPON PROFICIENCIES: Etherfarers can choose any weapon appropriate to their class standards and restrictions. 
BONUS NONWEAPON PROFICIENCIES: Curtain cognizance, fortify (see "Taming the Ether: Proficiencies" on page 30). 
RECOMMENDED NONWEAPON PROFICIENCIES: Ethereal sight, illusion pierce, nutriment, vapor weave. 
EQUIPMENT: At the Dungeon Master's option, an etherfarer may start the game with knowledge of one of the new magical items listed on pages 40–41. 
DISTINCTIVE APPEARANCE: In general, etherfarers are not of any single class, culture, or even race. Those who gain membership in the Etherfaring Society often acquire a special tattoo that remains invisible (ethereal) on all material planes, but on the Ethereal it appears as a diaphanous, many-colored splash. 
SPECIAL BENEFITS: Etherfarers begin the game with knowledge of one permanent portal connecting a specific location to the Deep Ethereal. Alternatively, etherfarers possess an item that allows them entry onto the Ethereal at least I/week, even if temporarily. 
SPECIAL HINDRANCES: Because they are so obsessed with the Ethereal Plane and all things relating to it, etherfarers suffer a -2 penalty to all proficiency checks that do not involve the Ethereal Plane in some way. Thus, an etherfarer attempting to use healing receives a -2 penalty on every attempt to heal a comrade. 
WEALTH OPTIONS: An etherfarer starts the game with wealth appropriate to his class, level, and social standing.
Category:Character Kit
Category:Character Kit A Guide to the Ethereal Plane