Here is my class suggestion from earlier. I haven't tested balance but I think it should be fine.
The Wanderlust (much better name for my above suggestion)
Proficiency with simple weapons and light armor
Medium B.A.B.
Low fort, Low ref, High will
1. Natural Explorer, Wanderer
2. Know direction
3. Step of the Wanderer (Pass Without Trace)
4. Spot at a glance
5. Open Mind
6. Wanderlust +1
7. Wanderer’s Luck
8. Step of the Wanderer (Double speed)
9. Wanderlust +2
10. Open Mind
11. Find the Path 1/day
12. Wanderlust +3
13. Commune with Nature 1/day
14. Step of the Wanderer (never fatigue)
15. Open Mind, Wanderlust +4
16. Morale of the Wanderer
17. Find the Path 2/day
18. Wanderlust +5
19. Commune with Nature 2/day
20. Open Mind, Eternal Wanderer
Wanderer: A Wanderlust constantly craves for travel and to see new places. In fact, they have a hard time staying in one place for an extended period of time. A Wanderlust can stay in one place without trouble for a number of days equal to (The Wanderlust’s HD+ the Wanderlust’s wisdom modifier)x2 (minimum 1 day). After that amount of time, they must make a will save every 24 hours (DC=10+the number of days over the maximum spent in one place) or lose all class abilities until the character spends a full 24 hours traveling and exploring.
Natural Explorer: a Wanderlust is made to explore and find their way through the unknown. As such, they receive a +4 competence bonus on all survival checks. In addition, they are able to make small deductions using common sense. They now use their wisdom bonus for knowledge checks rather than their intelligence bonus.
Know Direction: Starting at 2nd level, a Wanderlust can instinctively tell which way is north, even if they can not see the sun or stars. On a plane where north would have no meaning, this ability is suppressed until that plane is left.
Step of the Wanderer: After exploring for long enough, the very stride of a wanderlust gains certain properties. Starting at 3rd level, a wanderlust leaves no tracks or scent when they walk, preventing them from being tracked by scent or by a creature with the track feat. They may choose to leave footprints if they wish.
At 8th level, the steps that a wanderlust takes quicken. The wanderlust’s land speed doubles. This bonus is treated as an enhancement bonus and does not stack with any non-permanent bonuses to the wanderlust’s speed.
At 14th level, the stride of a Wanderlust takes no strength from them. They no longer need to make constitution checks while performing a forced march. They may still tire in any other way.
Spot at a Glance: By looking carefully at an enemy, a Wanderlust can try to discern information about the opponent. Starting at 4th level a Wanderlust can do so by taking a full-round action that provokes and opportunity and making a successful spot check (dc the opponent’s HDx2). Upon success, the Wanderlust sees something that may signify an ability. While he wouldn’t see that an opponent has cold immunity, he may see that the opponent’s skin appears partially frozen or he may see the opponent as particularly sheen in skin when they have spell resistance. What abilities can or can’t be seen depend on the DM. A Wanderlust never sees the same trait twice on the same creature. If all of a creature’s visible attributes have been seen, a Wanderlust simply fails to see anything new.
Open mind: At 5th, 10th, 15th, and 20th level, a Wanderlust gains Open mind as a bonus feat, gaining 5 skill points to spend as they choose.
Wanderlust: While a Wanderlust is exploring a new place or facing a new kind of foe, their thirst for adventure and exploration is temporarily sated, giving them a bonus to certain rolls.
While in a new area (or an area that the Wanderlust believes to be new, if their memory is altered), the Wanderlust gains the listed bonus as a luck bonus on all balance, climb, disable device, hide, jump, listen, move silently, open lock, search, spot, survival, swim, and all knowledge checks relating to that place. After having left an area, it is no longer considered new for this purpose.
While facing a new kind of creature (or a type of creature that the Wanderlust believes to be new, if their memory is altered), the Wanderlust gains the bonus as a luck bonus on all Bluff, Diplomacy, and intimidation checks against that creature, in addition to an equal bonus to attack rolls against that creature and to AC against that creature’s attacks. After that battle, that specific type of creature is no longer considered new for this purpose.
Wanderer’s luck: A wanderer is unusually lucky against unusual attacks. The first time that he makes a saving throw against a particular effect, he adds his wisdom bonus as an insight bonus (minimum +1). For this purpose, he would gain this bonus the first time that he ate black lotus extract and he would receive it again if he later ate black adder venom (as it is a different poison). If he were, however, to later be stabbed in a weapon soaked in black lotus extract, he would not receive this bonus. Also, he receives this bonus the first time that he is targeted with a spell (whether the spell takes the form of a spell, spell-like ability, or supernatural ability). The bonus starts at +1 at 6th and increases by one every three levels thereafter.
Find the path: 1/day at 11th level and 2/day at 17th level, a Wanderlust can use find the path as a spell-like ability with a caster level equal to his Wanderlust level.
Commune with nature: 1/day at 13th level and 2/day at 17th level, a Wanderlust can use Commune with Nature as a spell-like ability with a caster level equal to his Wanderlust level.
Morale of the Wanderlust: Whenever a Wanderlust of at least 16th level succeeds on a skill check with a DC of at least 15+(2 x the Wanderlust’s HD), he gains a +2 morale bonus on attack rolls, skill checks, and saving throws for 1 round/Wanderlust Level. This bonus does not stack with itself.
Eternal Wanderer: At 20th level, a Wanderlust becomes immortal, never aging. Unfortunately, their wanderlust (the word, not the class or class ability) increases in intensity. They may only stay in one place for 24 hours before he needs to start making will saves.