From Compendium of Worldly Lore
The Brotherhood of Shinsei, more than any other monastic order in the Empire, wants to bring enlightenment to everyone, irrespective of social class or affiliation. To that end, many in the Brotherhood take time to explore the Empire, sharing ideas as they travel. These people sometimes call themselves wayfinders, and are largely responsible for keeping the Brotherhood informed about the Empire even as they keep the Empire informed about the Brotherhood.
During their training, initiates in the Brotherhood are typically assigned to study under a master, chosen to reflect the temperament of both student and teacher. Master-student pairing change over time, as the needs and philosophies of both evolve. Often after a period of time studying within a monastery, students will develop a hunger to explore the empire. Such students are paired with like-minded masters, so that both can be challenged by each other's thoughts, and to provide a second voice and perspective with which to explain the Tao to those the two travelers encounter.
Role: Support
Characteristics: Monks with a plethora of skills and the ability to help others succeed at them.
Source: Way of the Open Hand
Game Rule Information
The Brotherhood Wayfinder has the following game statistics.
Abilities: Wisdom for auxiliary abilities and monk abilities,
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Brotherhood Wayfinder's class skills are Diplomacy (Cha), Gather Information (Cha), Knowledge (all, taken individually)(Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Wilderness Lore (Wis)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Brotherhood Wayfinder.
Weapon and Armor Proficiency: A Brotherhood Wayfinder is proficient with whatever they were already proficient with prior to taking levels in this class.
Unarmed Combat Progression: Even though their focus upon learning and teaching distracts them from studying more esoteric forms, wayfinders maintain their studies of the martial arts. A monk or inkyo character may add his class level as a wayfinder to either his Monk or Inkyo class levels for determining his base attack bonus and unarmed damage.
Path of Wisdom Ex: All wayfinders quickly learn that the path to, and rewards of enlightenment are unique to each individual. The wayfinder receives a special +4 insight bonus that can be applied to any skill, save or attack roll that can be used once per day per class level. Alternatively, the wayfinder may use the ability to advise another naming a specific saving throw, skill, or weapon. The next time that character uses that skill, makes that save, or attacks with that weapon within the next 24 hours, he gains the +4 insight bonus. The wayfinder may not make use of this ability (for himself or for another) until the person he has advised has used the bonus.
Neither Will I Ex: The actions of one individual can often have dramatic effects on those around him. The wayfinder may use the aid action to simultaneously aid a number of individuals equal to their Charisma modifier.
The Way of the World: Insight and wisdom apply not only during times of peace but during times of strife as well. The wayfinder adds their Wisdom bonus to their bonus to AC in the same manner a monk would. If the wayfinder receives this bonus from levels in the monk class, he gains a +4 dodge bonus to AC instead/
Knowing Your Weakness Ex: Recognizing your failings is the first step in overcoming them. Any time the wayfinder is called upon to make a skill, save, or attack roll based upon an ability score, you may spend a Void point to substitute your highest ability score bonus instead. As a standard action the wayfinder may spend three void points to extend this bonus to an ally within thirty feet. The target must be able to hear the wayfinder.
A New Way Ex: Much as there is more than one path to enlightenment, worldly problems often require more than one attempt to be solved. If the wayfinder fails a skill roll they may immediately spend two Void points to attempt the roll again (this new roll receives all bonuses and penalties of the original roll). They may continue using this ability as long as they have Void Points to spend, but if they fail the final roll, you suffer the normal consequences. This ability can apply to opposed skill checks, allowing the wayfinder to reroll their result until they are successful or until they do not want to spend void points.