ngilop
2014-01-07, 12:05 AM
Vale Walker
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[tr]
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
[td]1st
+0
+0
+0
+2
Wild Empathy, Nature Sense, Summon Nature's Ally
5
2
2nd
+1
+0
+0
+3
Trackless Step
5
3
3rd
+1
+1
+1
+3
Resist Nature's Lore
5
4
2
4th
+2
+1
+1
+4
Animal Companion
5
5
3
5th
+2
+1
+1
+4
Augmented Summons
5
5
4
6th
+3
+2
+2
+5
5
5
4
2
7th
+3
+2
+2
+5
Venom Immunity
5
5
5
3
8th
+4
+2
+2
+6
Rapid Summons
5
5
5
4
9th
+4
+3
+3
+6
Zephyr Message
5
5
5
4
2
10th
+5
+3
+3
+7
5
5
5
5
3
11th
+5
+3
+3
+7
Earth Sense
5
5
5
5
4
12th
+6/+1
+4
+4
+8
Empowered Summons
5
5
5
5
4
2
13th
+6/+1
+4
+4
+8
Voice of Nature
5
5
5
5
5
3
14th
+7/+2
+4
+4
+9
Healing Rains
5
5
5
5
5
4
15th
+7/+2
+5
+5
+9
Timeless Body
5
5
5
5
5
4
2
16th
+8/+3
+5
+5
+10
Traveling Zephyr
5
5
5
5
5
5
3
17th
+8/+3
+5
+5
+10
5
5
5
5
5
5
4
18th
+9/+4
+6
+6
+11
Flame of Life
5
5
5
5
5
5
5
19th
+9/+4
+6
+6
+11
5
5
5
5
5
5
5
20th
+10/+5
+6
+6
+12
Nature's Wrath
5
5
5
5
5
5
5
Alignment: Any
Hit Die: 1d6
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis),and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
Spells Known
Level
0lvl
1st
2nd
3rd
4th
5th
6th
1st
5
2
2nd
5
2
3rd
6
3
1
4th
6
3
2
5th
7
4
2
6th
7
4
3
1
7th
8
5
3
2
8th
8
5
4
2
9th
9
5
4
3
1
10th
9
5
5
3
2
11th
9
5
5
4
2
12th
9
5
5
4
3
1
13th
10
5
6
4
3
2
14th
10
6
6
5
4
2
15th
10
6
6
5
5
3
1
16th
11
6
7
5
5
3
2
17th
11
7
7
6
5
4
2
18th
11
7
7
6
6
5
3
19th
12
7
8
6
6
5
3
20th
12
8
8
7
6
5
3
Weapon and Armor Proficiency: Vale Walkers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Vale Walkers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Vale Walker may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Vale Walkers are proficient with shields (except tower shields) but must use only wooden ones.
A Vale Walker who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells
A Vale Walker casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Vale Walker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vale Walkers spell is 10 + the spell level + the Vale Walker's Wisdom modifier.
Like other spellcasters, a Vale Walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Vale Walker. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Vale Walker indicates that the Vale Walker gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Nature Sense {Ex}: A Vale Walker gains a +2 bonus on Knowledge (nature) and Survival checks. These bonuses increase to +3 at 7th and +4 at 14th. At 10th level the Vale Walker can roll twice on either skill check and take the better result.
Wild Empathy {Ex}: A Vale Walker can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Vale Walker rolls 1d20 and adds her Vale Walker level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Vale Walker and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1minute but, as with influencing people, it might take more or less time.
A Vale Walker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a 4 penalty on the check. At 6th level a Vale Walker can use this ability on Plant creatures. At 8th level a Vale Walker can use this ability on Fey as well, taking a -6 penalty. Finally at 12th level, the Vale Walker can use this ability on Elementals, but takes a-4 penalty.
Woodland Stride {Ex}: Starting at 2nd level, a Vale Walker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Summon Nature's Ally {Sp}: Starting at 1st level, a Vale Walker can cast summon nature's ally I as a spell-like ability a number of times per day equal to 1 + her Charisma modifier. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). A Vale Walker cannot have more than one summon nature's ally active in this way at one time. If this ability is used again, any existing summons ends. These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fufill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.
Trackless Step {Ex}: Starting at 3rd level, a Vale Walker leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Natures Lure {Ex}: Starting at 3rd level, a Vale Walker gains a +4 bonus on saving throws against the spell-like abilities of fey.
Animal Companion (Ex): At 4th level, a Vale Walker gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Vale Walkers list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Vale Walker on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the Vale Walker's effective ranger level is her Vale Walker level minus 4 ( minimum 1). A Vale Walker may select from the alternative lists of animal companions just as a ranger can, though again her effective druid level is her Vale Walker level minus 4. Like a ranger, a Vale Walker cannot select an alternative animal if the choice would reduce her effective ranger level below 1st.
Augmented Summons {Ex}: Any creature summoned by use of the Vale Walker's Summon Nature's Ally ability gain a +4 bonus to Strength and Constitution, as well as a +2 bonus to Dexterity.
Venom Immunity {Ex}: At 7th level, a Vale Walker gains immunity to all poisons.
Rapid Summons {Ex}:A Vale Walker may now use her Summon Nature's Ally ability as a standard action.
Zephyr Message {Sp}: At 9th level, once per day, the Vale Walker can cast whispering wind as a spell-like ability, treating her Vale Walker level as her caster level. She gains an additional use of this ability every 4th level afterwards.
Earth Sense {Ex}: The Vale Walker gains Tremorsense 20 feet.
Empowered Summons {Su}: When the Vale Walker uses her Summon Natrue's Ally ability, she may affect the summons with one of the following spells; Aid, Barkskin, Bear's Endurance, Boar's Strength, Cat's Grace, Enlarge Animal, Greater Magic Fang, Haste, Pass without Trace, Rage, Resist Energy, or Water Walk. The caster level of these added spells is half the Vale Walker's level.
Voice of Nature {Su}: At 13th level, the Vale Walker can communicate with any creature with a language or any stone, as if using tongues and stone tell, for up to 1 minute per Vale Walker level per day. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
Healing Rains {Su}: At 14th level a Vale Walker can cause a soothing rain to fall in a 20 foot radius cynlinder 20 feet high. This rain lasts for 4 rounds and heals 3d6 points of damage plus 1 per Vale Walker level as well as functioning as a Restoration spell. Undead caught in the area take the damage listed and must make a Will save DC 10+ 1/2 Vale Walker level + Wisdom modifier or suffer a -4 penalty for all actions the rest of the round. A Vale Walker can use this ability a number of times equal to 1 plus her Charisma modifier.
Timeless Body {Ex}: After attaining 15th level, a Vale Walker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Vale Walker still dies of old age when her time is up.
Traveling Zephyr {Sp}: At 16th level a Vale Walker gains this ability that is akin to the spell Wind Walk, except the duration is only 10 minutes per level.
Flame of Life {Su}: Once per day a Vale Walker can use this ability on an ally. This gives the ally fast healing 12 and a fire aura that deals 10 points of fire damage to any creature that strikes the ally in melee. This damage ignores fire resistance but not fire immunity. This ability last for 6 rounds. Furthermore if an ally should die while under the effects of this spell, he comes back to life at 1 hit point the next round.
Nature's Wrath {Sp}: Once per day as a full-round action a Vale Walker can cast Storm of Elemental Fury as a spell like ability.
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
[td]1st
+0
+0
+0
+2
Wild Empathy, Nature Sense, Summon Nature's Ally
5
2
2nd
+1
+0
+0
+3
Trackless Step
5
3
3rd
+1
+1
+1
+3
Resist Nature's Lore
5
4
2
4th
+2
+1
+1
+4
Animal Companion
5
5
3
5th
+2
+1
+1
+4
Augmented Summons
5
5
4
6th
+3
+2
+2
+5
5
5
4
2
7th
+3
+2
+2
+5
Venom Immunity
5
5
5
3
8th
+4
+2
+2
+6
Rapid Summons
5
5
5
4
9th
+4
+3
+3
+6
Zephyr Message
5
5
5
4
2
10th
+5
+3
+3
+7
5
5
5
5
3
11th
+5
+3
+3
+7
Earth Sense
5
5
5
5
4
12th
+6/+1
+4
+4
+8
Empowered Summons
5
5
5
5
4
2
13th
+6/+1
+4
+4
+8
Voice of Nature
5
5
5
5
5
3
14th
+7/+2
+4
+4
+9
Healing Rains
5
5
5
5
5
4
15th
+7/+2
+5
+5
+9
Timeless Body
5
5
5
5
5
4
2
16th
+8/+3
+5
+5
+10
Traveling Zephyr
5
5
5
5
5
5
3
17th
+8/+3
+5
+5
+10
5
5
5
5
5
5
4
18th
+9/+4
+6
+6
+11
Flame of Life
5
5
5
5
5
5
5
19th
+9/+4
+6
+6
+11
5
5
5
5
5
5
5
20th
+10/+5
+6
+6
+12
Nature's Wrath
5
5
5
5
5
5
5
Alignment: Any
Hit Die: 1d6
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge(nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis),and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
Spells Known
Level
0lvl
1st
2nd
3rd
4th
5th
6th
1st
5
2
2nd
5
2
3rd
6
3
1
4th
6
3
2
5th
7
4
2
6th
7
4
3
1
7th
8
5
3
2
8th
8
5
4
2
9th
9
5
4
3
1
10th
9
5
5
3
2
11th
9
5
5
4
2
12th
9
5
5
4
3
1
13th
10
5
6
4
3
2
14th
10
6
6
5
4
2
15th
10
6
6
5
5
3
1
16th
11
6
7
5
5
3
2
17th
11
7
7
6
5
4
2
18th
11
7
7
6
6
5
3
19th
12
7
8
6
6
5
3
20th
12
8
8
7
6
5
3
Weapon and Armor Proficiency: Vale Walkers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Vale Walkers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Vale Walker may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Vale Walkers are proficient with shields (except tower shields) but must use only wooden ones.
A Vale Walker who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells
A Vale Walker casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Vale Walker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vale Walkers spell is 10 + the spell level + the Vale Walker's Wisdom modifier.
Like other spellcasters, a Vale Walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Vale Walker. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Vale Walker indicates that the Vale Walker gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Nature Sense {Ex}: A Vale Walker gains a +2 bonus on Knowledge (nature) and Survival checks. These bonuses increase to +3 at 7th and +4 at 14th. At 10th level the Vale Walker can roll twice on either skill check and take the better result.
Wild Empathy {Ex}: A Vale Walker can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Vale Walker rolls 1d20 and adds her Vale Walker level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Vale Walker and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1minute but, as with influencing people, it might take more or less time.
A Vale Walker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a 4 penalty on the check. At 6th level a Vale Walker can use this ability on Plant creatures. At 8th level a Vale Walker can use this ability on Fey as well, taking a -6 penalty. Finally at 12th level, the Vale Walker can use this ability on Elementals, but takes a-4 penalty.
Woodland Stride {Ex}: Starting at 2nd level, a Vale Walker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Summon Nature's Ally {Sp}: Starting at 1st level, a Vale Walker can cast summon nature's ally I as a spell-like ability a number of times per day equal to 1 + her Charisma modifier. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). A Vale Walker cannot have more than one summon nature's ally active in this way at one time. If this ability is used again, any existing summons ends. These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fufill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.
Trackless Step {Ex}: Starting at 3rd level, a Vale Walker leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Natures Lure {Ex}: Starting at 3rd level, a Vale Walker gains a +4 bonus on saving throws against the spell-like abilities of fey.
Animal Companion (Ex): At 4th level, a Vale Walker gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Vale Walkers list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Vale Walker on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the Vale Walker's effective ranger level is her Vale Walker level minus 4 ( minimum 1). A Vale Walker may select from the alternative lists of animal companions just as a ranger can, though again her effective druid level is her Vale Walker level minus 4. Like a ranger, a Vale Walker cannot select an alternative animal if the choice would reduce her effective ranger level below 1st.
Augmented Summons {Ex}: Any creature summoned by use of the Vale Walker's Summon Nature's Ally ability gain a +4 bonus to Strength and Constitution, as well as a +2 bonus to Dexterity.
Venom Immunity {Ex}: At 7th level, a Vale Walker gains immunity to all poisons.
Rapid Summons {Ex}:A Vale Walker may now use her Summon Nature's Ally ability as a standard action.
Zephyr Message {Sp}: At 9th level, once per day, the Vale Walker can cast whispering wind as a spell-like ability, treating her Vale Walker level as her caster level. She gains an additional use of this ability every 4th level afterwards.
Earth Sense {Ex}: The Vale Walker gains Tremorsense 20 feet.
Empowered Summons {Su}: When the Vale Walker uses her Summon Natrue's Ally ability, she may affect the summons with one of the following spells; Aid, Barkskin, Bear's Endurance, Boar's Strength, Cat's Grace, Enlarge Animal, Greater Magic Fang, Haste, Pass without Trace, Rage, Resist Energy, or Water Walk. The caster level of these added spells is half the Vale Walker's level.
Voice of Nature {Su}: At 13th level, the Vale Walker can communicate with any creature with a language or any stone, as if using tongues and stone tell, for up to 1 minute per Vale Walker level per day. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
Healing Rains {Su}: At 14th level a Vale Walker can cause a soothing rain to fall in a 20 foot radius cynlinder 20 feet high. This rain lasts for 4 rounds and heals 3d6 points of damage plus 1 per Vale Walker level as well as functioning as a Restoration spell. Undead caught in the area take the damage listed and must make a Will save DC 10+ 1/2 Vale Walker level + Wisdom modifier or suffer a -4 penalty for all actions the rest of the round. A Vale Walker can use this ability a number of times equal to 1 plus her Charisma modifier.
Timeless Body {Ex}: After attaining 15th level, a Vale Walker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Vale Walker still dies of old age when her time is up.
Traveling Zephyr {Sp}: At 16th level a Vale Walker gains this ability that is akin to the spell Wind Walk, except the duration is only 10 minutes per level.
Flame of Life {Su}: Once per day a Vale Walker can use this ability on an ally. This gives the ally fast healing 12 and a fire aura that deals 10 points of fire damage to any creature that strikes the ally in melee. This damage ignores fire resistance but not fire immunity. This ability last for 6 rounds. Furthermore if an ally should die while under the effects of this spell, he comes back to life at 1 hit point the next round.
Nature's Wrath {Sp}: Once per day as a full-round action a Vale Walker can cast Storm of Elemental Fury as a spell like ability.