Inspired in great part by what I remember of the typical Dying Earth protagonist, this is the 2nd custom class joining the upcoming campaign, Beneath the Broken Moon. Its function is to do a little bit of everything. Using the guidelines referenced by JD in the comments section here, I arrived at what seems to me an appropriate XP cost. If anything I hope this isn't too much of a darling class for me, and that I've not given it too much. Feel free to make judgements in the comments section, though I ask you make them informed judgements.
This makes three classes so far. Artificers, Fighters and now Wayfarers
Requirements: Int 9, Cha 9
Hit Die: 1d6
Save As: Thief
To Hit As: Thief
Weapon Proficiencies: Select any 4 weapons
Non-Proficiency Penalty: -2
Level Experience Points Class Abilities
1 0 Comprehend Languages, Tinker
3 3,600 Use Magical Devices, Extra weapon prof.
5 14,400 Read Magic, Spellcasting
9 230,400 Extra weapon prof.
13 691,200 Extra weapon prof.
17 1,152,000 Extra weapon prof.
Comprehend Languages: By their nature wayfarers tend to get around and thrive in foreign locales via a combination of ease with language and a general ability to get along with others. This means that the wayfarer may effectively communicate with any sentient beings of greater than animal intelligence when the two do not share a common spoken language provided that said beings use speech as their primary means of communicating. This is accomplished with a successful Charisma check. This communication is limited to simpler, universal ideas and concepts as judged by the DM.
Tinker: The tinker skill requires an Int check to successfully use and may be
applied to accomplish actions such as operating, disabling or repairing
mechanical devices (including traps, if applicable), opening locks, interacting with non-magical Ancient artifacts and
other related activities left up to the player's imagination and the
Use Magical Devices: This ability allows the wayfarer to use magical items that are otherwise limited to other classes, such as wands meant for magic users or basic artificer runes. Upon a successful Int check the device may be used as if the wayfarer were a member of the restricted class equal to his wayfarer level. A success roll also indicates that the device may be used normally from that point forward. Failure means that the device will not function for the wayfarer, though another attempt may be made when the wayfarer gains another level of experience.
Extra Weapon Proficiencies: At 3rd, 9th, 13th and 17th levels the wayfarer may select an additional weapon with which to be proficient.
Spellcasting: Starting at 5th level, the wayfarer gains the ability to read magic (this is not a spell Beneath the Broken Moon, but rather a class ability) and may therefore learn spells to memorize and cast. Each spell slot below represents one spell that the wayfarer may memorize and cast once per day. Learning spells is not automatic, the wayfarer must be taught by another spell caster or learn from magical tomes or acquired spell books. Replenishing spells requires sleep and study time as per the rules for magic users. Wayfarers are required to keep a spell book as do magic users.