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LordErebus12
2014-08-18, 03:40 PM
http://fc08.deviantart.net/fs23/i/2009/250/1/0/The_Awakening_by_theflickerees.jpg

"I am the guardian of this place and I will let its voice be heard!"
~Muresia Silverfont~


The Worldwaker

Adventures:
Worldwakers tend to spend a large amount of time in the wilderness, removed from much of the distractions that make it harder for the world to be heard clearly. Although some do favor urban environments, the chaos of everyday life in cities often clouds the voice of nature, and often is uncomfortable to those so in tune with the natural world. Worldwakers are the tireless protectors of the natural way of life and strive to stop any atrocity that has been or will be committed against nature. They rise like a storm at any threat to nature, responding with destructive powers granted from the natural world.

They despise undead and those who use them for evil deeds, for they are not generally apart of the natural order of life. Spirits are often another story, since they are often merely lost on the natural journey of life. That being said, some are not so lost, grasping at any semblance of existence long after they should have become nothing. Such spirits are not aided and are often dealt with in the best method possible. Certain abominations are also met with ire, for they often seek to destroy everything in existence and usurp the natural way of things.

Characteristics:
Worldwakers are typically quiet and calm, introspective individuals, comfortable with as few distractions as possible. When angered or threatened, they are like a natural disaster, becoming the embodiment of nature's ability for change. They become like erosion, wearing away at the very foundation on which the threat stands, until even the mightiest of things crumbles under its own weight.

Alignment:
Like natural world, they can be both merciless and cruel or else calm and comforting. Worldwakers can be of any alignment, although many favor neutral alignments for their ability to shift in all directions.

Religion:
Worldwakers often worship the natural world, although many still hold reverence towards powerful spirits or even deities.

Background:
Much like druids, Worldwakers can come from many different sources; some are self taught, while others are taught by other druids. Sometimes the gifts of the worldwaker evolves over time on its own, sometimes it must be taught and nurtured along the way.

Races:
Although anyone may be a worldwaker, generally the races more attuned to the natural world tend to become worldwakers. Elves, dwarves, and gnomes often have higher numbers of those gifted in the worldwaker ways. Those with elemental bloodlines or that have ties to the fey, such as the Genasi or the Jaebrin often are skilled worldwakers. Fey and elementals are said to be the first worldwakers, although elementals tended to use these powers to further their own goals of their home planes, while fey try to protect their environments. Strangely enough, Lycanthropes make skilled worldwakers, due in no small part to their animal-like traits.

Other Classes:
Druids, rangers and spirit shamans tend to get along well with worldwakers, as their goals tend to align well. Monks tend to share a similar disposition for calmness and introspection. Barbarians tend to hold them in awe and often have high places of respect in their societies for worldwakers for they channel the powers of the very world. Bards tend to share their love for music and natural beauty, which often lead them to become good friends. They often clash with those of very different alignments or those with very strict and unbending ethics, such as paladins and clerics, because their inability to adapt to changing ideals and thoughts. Arcane casters often are more carelessly destructive than other casters and seem to be always at olds with the worldwakers. Necromancers and those who use undead will never be accepted by Worldwakers and they are often bitter enemies.

Party Role:
Worldwakers are masters of crowd control. They make it difficult for enemies to move around and fight back, literally attacking them from all sides. They make skilled guardians, for they have many powers that allow them to protect and fortify. They are decent healers and can aid those in desperate need of help if they do not somehow offend the worldwaker with their actions or goals.

Roleplaying:
Try to avoid direct conflicts unless provoked first. Insight into the situation is important, as is the knowledge of the situation. Wisdom should be your forefront ability when dealing and conversing with others. In nature, those not strong enough to survive perish indiscriminately. This does not mean that you should not aid those in need, but those who make poor decisions do not deserve constant aid. Attempt to be the voice of reason and insight in difficult situations, weighing all options before acting. Counter those who attempt to recklessly destroy for their own goals or destroy indiscriminately. Protect the natural way of things, when nature itself cannot deal with the situation.



GAME RULE INFORMATION
Worldwakers have the following game statistics.

Abilities: Most of a worldwaker's abilities are based around wisdom, such as many of their skills, divine spellcasting and class abilities. Constitution and dexterity hold equal importance to the worldwaker's ability to defend themselves and others. Intelligence is important for skills and knowledges, which are often beneficial in some way to the worldwaker. Strength and charisma are both less important, unless they seek to use such traits to their benefit.

Alignment: Any, although generally Neutral.

Hit Die: d8

Starting Age: As barbarian.

Starting Gold: As barbarian.

Class Skills
The worldwaker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Table: Worldwaker


Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day








0
1st
2nd
3rd
4th
5th
6th


1st
+0
+2
+0
+2
Attuned to the World, 1st Favored Terrain
2
2
—
—
—
—
—


2nd
+1
+3
+0
+3
Animated Terrain
3
3
0
—
—
—
—


3rd
+2
+3
+1
+3
Awaken The World (1/Day)
3
3
1
—
—
—
—


4th
+3
+4
+1
+4
2nd Favored Terrain
3
3
2
0
—
—
—


5th
+3
+4
+1
+4

3
3
3
1
—
—
—


6th
+4
+5
+2
+5
Awaken The World (2/Day)
3
3
3
2
—
—
—


7th
+5
+5
+2
+5
3rd Favored Terrain
3
3
3
2
0
—
—


8th
+6/+1
+6
+2
+6

3
3
3
3
1
—
—


9th
+6/+1
+6
+3
+6
Awaken The World (3/Day)
3
3
3
3
2
—
—


10th
+7/+2
+7
+3
+7
4th Favored Terrain
3
3
3
3
2
0
—


11th
+8/+3
+7
+3
+7

3
3
3
3
3
1
—


12th
+9/+4
+8
+4
+8
Awaken The World (4/Day)
3
3
3
3
3
2
—


13th
+9/+4
+8
+4
+8
5th Favored Terrain
4
3
3
3
3
2
0


14th
+10/+5
+9
+4
+9

4
4
3
3
3
3
1


15th
+11/+6/+1
+9
+5
+9
Awaken The World (5/Day)
4
4
4
3
3
3
2


16th
+12/+7/+2
+10
+5
+10
6th Favored Terrain
4
4
4
4
3
3
2


17th
+12/+7/+2
+10
+5
+10

4
4
4
4
4
3
3


18th
+13/+8/+3
+11
+6
+11
Awaken The World (6/Day)
4
4
4
4
4
4
3


19th
+14/+9/+4
+11
+6
+11
7th Favored Terrain
4
4
4
4
4
4
4


20th
15/+10/+5
+12
+6
+12
(Capstone Ability)
4
4
4
4
4
4
4





Spells Known


-0-
1st
2nd
3rd
4th
5th
6th


4
—
—
—
—
—
—


5
21
—
—
—
—
—


6
3
—
—
—
—
—


6
3
21
—
—
—
—


6
4
3
—
—
—
—


6
4
3
—
—
—
—


6
4
4
21
—
—
—


6
4
4
3
—
—
—


6
4
4
3
—
—
—


6
4
4
4
21
—
—


6
4
4
4
3
—
—


6
4
4
4
3
—
—


6
4
4
4
4
21
—


6
4
4
4
4
3
—


6
4
4
4
4
3
—


6
5
4
4
4
4
21


6
5
5
4
4
4
3


6
5
5
5
4
4
3


6
5
5
5
5
4
4


6
5
5
5
5
5
4


1 Provided the Worldwaker has a high enough Wisdom score to have a bonus spell of this level.


Class Features
All of the following are class features of the worldwaker.

Weapon and Armor Proficiency:
Worldwakers are proficient with all simple weapons, plus Axes (Battleaxes, Greataxes, Handaxes & Throwing Axes), Bolas, Flails (Light & Heavy), Greatclubs, Longbows (Including Composite Varieties), Nets, Picks (Light & Heavy), Saps, Scythes, Shortbows (Including Composite Varieties), Tridents, and Whips.

Worldwakers are proficient with light and medium armor, as well as with shields (except tower shields).

Spells:
Wisdom based spontaneous caster with a certain number of known spells, using wisdom for spell DC's and bonus spells per day.

Attuned to the World (Su):
By spending at least one minute in quiet meditation in a new environment type (see table below), the worldwaker gains a +4 insight bonus on all wisdom based ability checks and wisdom based skill checks. Furthermore, the DC's of all his worldwaker spells increase by +2. This bonus does not apply to spells drawn from other classes. This insight bonus is lost as soon as the worldwaker leaves that environment, although the bonus will return if he returns to that environment within one minute.

Favored Terrains (Ex):
At 1st level, a Worldwaker may select a type of terrain from Table: Favored Terrains. The worldwaker gains a +2 bonus on initiative checks and Knowledge (geography), Hide, Listen, Move Sliently, Spot and Survival skill checks when he is in this terrain. A worldwaker traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 4th level and every three levels thereafter (7th, 10th, 13th, 16th, and 19th), the worldwaker may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2, to the max of +10.

If a specific terrain falls into more than one category of favored terrain, the worldwaker's bonuses do not stack; he simply uses whichever bonus is higher.



Table: Favored Terrains


Cold (Ice, Glaciers, Snow, And Tundra)


Desert (Sand And Wastelands)


Forest (Coniferous And Deciduous)


Jungle


Mountain (Including Hills)


Plains


Planes (Pick One, Other Than Material Plane)


Sky (any aerial environment)


Swamp


Underground (Caves And Dungeons)


Urban (Buildings, Streets, And Sewers)


Water (Above And Below The Surface)



Animated Terrain (Su):
The worldwaker exerts an animating effect on the terrain in his vicinity, causing it to react to those within a 30 ft. aura. Projecting an aura is a swift action. The aura remains in effect until the worldwaker uses a free action to dismiss it. A worldwaker can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the worldwaker takes his first turn. A worldwaker's aura is dismissed if he is dazed, unconscious, stunned, or paralyzed.


At 2nd level, the terrain becomes difficult terrain for enemies, while allowing allies to be unhindered by this effect. This does not allow the allies to ignore naturally occurring difficult terrain or magically altered difficult terrain (initially).
At 8th level, allies can now ignore naturally difficult terrain while within the aura.
At 16th level, Spells and effects that create difficult terrain are countered in the aura’s effect, treating the terrain as if it were under no effect at all (effectively becoming the default terrain, which still might make it naturally occurring difficult terrain).



Awaken the World (Su):
Each activation of this ability lasts for a number of rounds equal to 3 + the worldwaker's wisdom modifier.

Glare Ice (Cold Terrain):
Subject must make a balance check (DC 10 + 1/2 Worldwaker’s level + Worldwaker’s Wisdom Modifier) or they fall prone. This DC increases by +3 if the target takes more than a five foot step or it increases by +6 if the target is running.

Dustdevil (Desert Terrain)
maybe blinding targets or dealing a bit of damage.

Flanking Briars (Forest Terrain)
the target is partially surrounded on threatening briars, which make them weary.

Grasping Vines (Jungle Terrain)
this grapples targets.

Shaking Earth (Mountain Terrain)
knocks targets prone.

Summon the Storm (Sky Terrain)
...

Gale Force Winds (Plains Terrain)
...

Sinking Mud (Swamp Terrain)
Entangling effect...

Jagged Surfaces (Underground Terrain)
moving causes damage to targets.

Animated Objects (Urban Terrain)
creates a small~large animated object that attacks the target, providing flanking and such to allies.

Drowning Kelp (Water Terrain)
kelp grapples target and attempts to pull them beneath the water.

LordErebus12
2014-08-18, 03:54 PM
reserved for spell list.

for the record, most spells will be drawn from the druid, cleric and ranger lists.

Ilinoris
2014-08-18, 04:37 PM
No capstone?
Haven't decided yet or just no ideas yet?

LordErebus12
2014-08-18, 05:06 PM
No capstone?
Haven't decided yet or just no ideas yet?

no ideas yet on a capstone.

im working on a lot of the background fluff with it right now. I was going to work up to that point, but not until the basics were done first.

Feel free to check out the description text above the class for an idea of what kind of people these worldwakers are.