Itchy feet, a preoccupation with what’s over the next hill, an obsession with seeing new lands and meeting people: these are just some of the excuses nomads offer when they pick up and leave. The truth is that it doesn’t matter why they leave. They just do.

Nomads drift from place to place, never letting the dust settle on their shoes. These are more than just hobos and tramps; their overwhelming need to keep moving translates into considerable tactical options that keeps them out of trouble in a fight. Nomads always stay a step ahead of their foes.

Level 3 Nomad

Attributes Increase two by 1
Characteristics Health +3, Speed +2
Languages and Professions You speak another language or add a wilderness profession to your list of professions.
Mobile Assault If you move on your turn and end your movement a number of yards equal to half your Speed away from where you began your movement, you make all attack rolls until the end of the round with 1 boon.
Spring Away Whenever you get a success on an Agility challenge roll to resist a harmful effect, you can move a number of yards equal to your Agility modifier (minimum of 1) provided your Speed is greater than your Agility modifier.

Level 6 Nomad

Characteristics Health +3
Elusive Race When your movement would trigger a free attack, you can make an Agility challenge roll. On a success, you add 5 to your Defense. If the attack roll results in a failure, you gain a +2 bonus to Speed that lasts until the end of the round.
Landstrider Your movement by pace increases by 20% (see Shadow, page 37)

Level 9 Master Nomad

Characteristics Health +3
Lightning Strikes When your attack would benefit from your Mobile Assault talent, your attack also deals 1d6 extra damage.
Impossible Escape You can use an action on your turn to teleport to an open space you can see within medium range. Once you use this talent, you must wait 1 minute before you can use it again. You can use this talent a total of three times and regain expended uses when you complete a rest.