Requirements: WIS 12, CON 12, only one per party
Use Standard Cleric
Weapons: Cleric
Armour: Any. Must be made for them and cost x2 the normal amount. Found magic armour never fits Wanderers.
Woody skin
Wanders have a natural AC of 8 (12) rather than 9 (11) so when wearing further armour they count as one step lower. Wanderers naturally float well, and unless they are wearing heavy armour, they will not sink even if unconscious.
Wanderers are enigmas. They appear as humanoids made of a soft, inflammable wood with complex, elegant joints. Instead of a head, they have a floating polyhedral block with no eyes, ears, mouth or nose, yet they retain all senses and speak from where a mouth would be. The number of sides of their heads vary without attribution. Some Wanderers paint eyes on their face, however these are nothing but tattoos.
Wanderers follow the same rough size and shapes as humans and may wear clothes made for humans, but armour needs to be made especially for them and they may not wear helms. Some will wear heavy hoods that, from a distance, disguise their inhuman nature. Nobody knows where they come from, why they are here and the Wanderers refuse to say. Wanderers completely ignore each other on the rare occasions they meet. Their enigmatic personalities make them frustrating to deal with, although they are respected for their wisdom. Wanderers worship strange gods, no two of which seem the same although the vast majority are Lawful and then Neutral.

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