JustineSane
2011-01-28, 06:31 PM
The Greywalker
"I have been where no one wants to go, but we'll all end up there, someday."
~Harper, human Greywalker
When we die, we don't come back. Everyone knows that. Everyone also knows there are exceptions to every rule. The Greywalker is one such exception.
Having come near to death (or having actually died) and returned to the land of the living, the Greywalker is... changed. She can see things most normally cannot see, and those things can see her, too. But, she does have a few tricks to help her deal with her newfound "friends".
Entry Requirements
Base Attack Bonus: +5.
Feats: Font of Life (from Heroes of Horror), Iron Will.
Special: Must have had a near-death experience (must have been brought to negative hp and then subsequently treated and healed without actually dying, or must have been killed and brought back from the dead.)
Class Skills
The Greywalker's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), hide (Dex), Intimidate (Cha or Str), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes) (all Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), & Survival (Wis).
Skill points at each level: 6 + Int modifier.
Hit Die: d8.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Greysense I, Greyshroud
2nd|
+1|
+0|
+0|
+3|Greysword (2d6)
3rd|
+2|
+1|
+1|
+3|Greysense II
4th|
+3|
+1|
+1|
+4|Greysense III
5th|
+3|
+1|
+1|
+4|Greysense IV, Greysword (3d6), Walk the Grey (1/day)
6th|
+4|
+2|
+2|
+5|Deathproof
7th|
+5|
+2|
+2|
+5|Greysense V, Walk the Grey (3/day)
8th|
+6|
+2|
+2|
+6|Greysword (5d6)
9th|
+6|
+3|
+3|
+6|Greysense VI
10th|
+7|
+3|
+3|
+7|Greysense VII, Walk the Grey (at will)[/table]
Weapon Proficiencies: The Greywalker gains no new weapon or armor proficiencies.
Greysense (Sp): Having knocked on Death's door, the Greywalker becomes sensitive to things which most people are not usually able to see. At 1st level, the Greywalker can use see invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm), as the spell (caster level equal to the character's Greywalker levels plus any other arcane caster levels) 3 times per day.
At 3rd level, usage increases to 5 times per day.
At 4th level, the Greywalker is now considered to be constantly under the effects of the deathwatch (http://www.d20srd.org/srd/spells/deathwatch.htm) spell with a range of detection equal to the Greywalker's normal range of vision, but cannot tell if a creature is dying or near death (the Greywalker can only tell if a creature is dead, undead, living, or a construct.)
At 5th level, the Greywalker can also use the psionic power sensitivity to psychic impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) once per day, with a manifester level equal to the character's levels in Greywalker.
At 7th level this increases to 3 times per day, and see invisibility changes to true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm).
At 9th level, the Greywalker can now use sensitivity to psychic impressions 5 times/day.
At 10th level, true seeing becomes permanent.
Greyshroud (Su): Pulling on the energy of the Grey, the Greywalker can buffer herself from supernatural attacks. She gains her Wisdom modifier as an enhancement bonus to AC versus any supernatural attacks and spells & spell-like abilities used by supernatural creatures* - this bonus applies also as a DC modifier if the ability does not normally attack AC, or as a modifier to any ability check or save made to resist such attacks.
Greysword (Su): Harnessing the power of the Grey, the Greywalker can form a melee weapon of pure Grey energy, which functions as a ghost touch greatsword, although the weapon can appear as any simple or martial melee weapon the Greywalker desires. She is automatically proficient with this weapon, and the base damage done by the weapon increases to 3d6 at 5th level, and to 5d6 at 8th level. This weapon uses the Greywalker's Wisdom modifier to determine any bonuses to hit or additional damage (instead of Strength or Dexterity), and has a critical threat range of 20/x3. Creating the weapon is a move-equivalent action, dispelling the weapon is a free action. If the Greywalker is disarmed or lets go of the weapon, the weapon instantly disappears.
Walk the Grey (Sp): The Greywalker can now travel through the Ethereal plane to reach a destination. She can use ethereal jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) as the spell, once per day at level 5, then 3 times per day at level 7, and finally at will at level 10.
Deathproof (Ex): At 6th level, the Greywalker can start to worry a little less about dying. She gains the Diehard (http://www.d20srd.org/srd/feats.htm#diehard) feat for free, even if she does not meet the prerequisites, and the negative hit point range is increases to -19. Also, if the Greywalker does actually die, she gets a percentage chance equal to her Survival skill modifier plus her Constitution modifier to avoid losing any levels when brought back from the dead. Along with this resistance to death, she also stops gaining any negative effects from aging and she quadruples her maximum life expectancy, although physically she does continue to age at a quarter the normal rate for her race. At 8th level, the Greywalker gains immunity to energy drain and negative level effects.
*for clarification purposes, supernatural creatures include creatures with the Dragon, Fey, Magical Beast, Outsider, or Undead types, and/or the Extraplanar, Incorporeal, or Shapechanger subtypes.
"I have been where no one wants to go, but we'll all end up there, someday."
~Harper, human Greywalker
When we die, we don't come back. Everyone knows that. Everyone also knows there are exceptions to every rule. The Greywalker is one such exception.
Having come near to death (or having actually died) and returned to the land of the living, the Greywalker is... changed. She can see things most normally cannot see, and those things can see her, too. But, she does have a few tricks to help her deal with her newfound "friends".
Entry Requirements
Base Attack Bonus: +5.
Feats: Font of Life (from Heroes of Horror), Iron Will.
Special: Must have had a near-death experience (must have been brought to negative hp and then subsequently treated and healed without actually dying, or must have been killed and brought back from the dead.)
Class Skills
The Greywalker's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), hide (Dex), Intimidate (Cha or Str), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes) (all Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), & Survival (Wis).
Skill points at each level: 6 + Int modifier.
Hit Die: d8.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Greysense I, Greyshroud
2nd|
+1|
+0|
+0|
+3|Greysword (2d6)
3rd|
+2|
+1|
+1|
+3|Greysense II
4th|
+3|
+1|
+1|
+4|Greysense III
5th|
+3|
+1|
+1|
+4|Greysense IV, Greysword (3d6), Walk the Grey (1/day)
6th|
+4|
+2|
+2|
+5|Deathproof
7th|
+5|
+2|
+2|
+5|Greysense V, Walk the Grey (3/day)
8th|
+6|
+2|
+2|
+6|Greysword (5d6)
9th|
+6|
+3|
+3|
+6|Greysense VI
10th|
+7|
+3|
+3|
+7|Greysense VII, Walk the Grey (at will)[/table]
Weapon Proficiencies: The Greywalker gains no new weapon or armor proficiencies.
Greysense (Sp): Having knocked on Death's door, the Greywalker becomes sensitive to things which most people are not usually able to see. At 1st level, the Greywalker can use see invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm), as the spell (caster level equal to the character's Greywalker levels plus any other arcane caster levels) 3 times per day.
At 3rd level, usage increases to 5 times per day.
At 4th level, the Greywalker is now considered to be constantly under the effects of the deathwatch (http://www.d20srd.org/srd/spells/deathwatch.htm) spell with a range of detection equal to the Greywalker's normal range of vision, but cannot tell if a creature is dying or near death (the Greywalker can only tell if a creature is dead, undead, living, or a construct.)
At 5th level, the Greywalker can also use the psionic power sensitivity to psychic impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) once per day, with a manifester level equal to the character's levels in Greywalker.
At 7th level this increases to 3 times per day, and see invisibility changes to true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm).
At 9th level, the Greywalker can now use sensitivity to psychic impressions 5 times/day.
At 10th level, true seeing becomes permanent.
Greyshroud (Su): Pulling on the energy of the Grey, the Greywalker can buffer herself from supernatural attacks. She gains her Wisdom modifier as an enhancement bonus to AC versus any supernatural attacks and spells & spell-like abilities used by supernatural creatures* - this bonus applies also as a DC modifier if the ability does not normally attack AC, or as a modifier to any ability check or save made to resist such attacks.
Greysword (Su): Harnessing the power of the Grey, the Greywalker can form a melee weapon of pure Grey energy, which functions as a ghost touch greatsword, although the weapon can appear as any simple or martial melee weapon the Greywalker desires. She is automatically proficient with this weapon, and the base damage done by the weapon increases to 3d6 at 5th level, and to 5d6 at 8th level. This weapon uses the Greywalker's Wisdom modifier to determine any bonuses to hit or additional damage (instead of Strength or Dexterity), and has a critical threat range of 20/x3. Creating the weapon is a move-equivalent action, dispelling the weapon is a free action. If the Greywalker is disarmed or lets go of the weapon, the weapon instantly disappears.
Walk the Grey (Sp): The Greywalker can now travel through the Ethereal plane to reach a destination. She can use ethereal jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) as the spell, once per day at level 5, then 3 times per day at level 7, and finally at will at level 10.
Deathproof (Ex): At 6th level, the Greywalker can start to worry a little less about dying. She gains the Diehard (http://www.d20srd.org/srd/feats.htm#diehard) feat for free, even if she does not meet the prerequisites, and the negative hit point range is increases to -19. Also, if the Greywalker does actually die, she gets a percentage chance equal to her Survival skill modifier plus her Constitution modifier to avoid losing any levels when brought back from the dead. Along with this resistance to death, she also stops gaining any negative effects from aging and she quadruples her maximum life expectancy, although physically she does continue to age at a quarter the normal rate for her race. At 8th level, the Greywalker gains immunity to energy drain and negative level effects.
*for clarification purposes, supernatural creatures include creatures with the Dragon, Fey, Magical Beast, Outsider, or Undead types, and/or the Extraplanar, Incorporeal, or Shapechanger subtypes.