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Baron Corm
2007-11-10, 05:45 PM
To be a walker, one must have an extreme devotion to an alignment. Whether it's good, evil, lawful, chaotic, or even true neutral, walkers develop their aligned energies and release it as arcane power. An evil walker might cause flowers to grey and wither as he passes, while a good walker might cause trees to sprout large, healthy fruits.

Walkers consider moving faster than a walk to be very taboo. They prefer to allow their aura to slowly affect the area around it as they move; they consider it a thing of beauty. Furthermore, many walkers have an issue about appearing as a powerful mage, perhaps because their powers are so physically apparent. This causes them to wear intimidating clothing and perfect their speech to be as poignant as possible.

Walkers rarely call themselves "walkers". Instead, they are named by their alignment and the auras they choose. For example, an evil walker with the insanity aura might be called a "black linewalker" while a good walker with the life aura might be called a "holy ghostwalker".


Walker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Aura of alignment (10 feet)

2nd|
+1|
+0|
+0|
+3|Aura perception (detect magic/opposite alignment)

3rd|
+1|
+1|
+1|
+3|Aura perception (spot, listen, search)

4th|
+2|
+1|
+1|
+4|

5th|
+2|
+1|
+1|
+4|Aura of alignment (20 feet)

6th|
+3|
+2|
+2|
+5|

7th|
+3|
+2|
+2|
+5|Aura perception (arcane sight)

8th|
+4|
+2|
+2|
+6|Advanced learning

9th|
+4|
+3|
+3|
+6|Share aura

10th|
+5|
+3|
+3|
+7|Aura of alignment (50 feet)

11th|
+5|
+3|
+3|
+7|Improved aura of alignment

12th|
+6/+1|
+4|
+4|
+8|

13th|
+6/+1|
+4|
+4|
+8|Aura perception (blindsense)

14th|
+7/+2|
+4|
+4|
+9|Advanced learning

15th|
+7/+2|
+5|
+5|
+9|Aura of alignment (100 feet)

16th|
+8/+3|
+5|
+5|
+10|

17th|
+8/+3|
+5|
+5|
+10|Improved share aura

18th|
+9/+4|
+6|
+6|
+11|

19th|
+9/+4|
+6|
+6|
+11|Aura perception (true sight, greater arcane sight)

20th|
+10/+5|
+6|
+6|
+12|Aura of alignment (1 mile), advanced learning, greater aura of alignment

[/table]

Alignment: Neutral Good, Lawful Neutral, Neutral Evil, Chaotic Neutral, or True Neutral
Hit Die: d4
Class Skills: Spellcraft, Concentration, Knowledge (any), Intimidate
Skill Points at Each Level: 4 + Int modifier.


Weapon and Armor Proficiencies

Walkers are proficient with all simple weapons. They are not proficient with any shields or armors.

Spells

A walker may learn arcane spells to supplement his auras. These spells may be any spell with a descriptor the same as his alignment. The walker may also choose a themed grouping of spells (either from the below list or one of his own). Only a few examples are given; the walker may choose any spell which fits that theme. The spells may be from any spell list, though they are always treated as arcane spells.

The walker initially knows 3 first level spells and all cantrips (regardless of descriptor). Each level thereafter he automatically learns two additional spells. Walkers cast spontaneously and have spells per day as a sorcerer. Their bonus spells and save DC's are Charisma-based.

Theme Suggestions

Desert - flaywind burst, dessicate, cloak of shade, mummify

Cold/Fire/Electric/Acid/Earth/Water - most spells with the appropriate descriptor

Domination - anything with the [compulsion] descriptor

Protection - mage armor, invisibility (but not greater), sanctuary, feather fall

Dragon - hoard life, ghostly tail, wings of cover, sense of the dragon

Movement - freedom of movement, wind walk, cat's grace, pass without trace

Light - daylight, darkness, shadow evocation, prismatic wall

Language - power word, symbol, arcane mark, explosive runes

Nondetection - nondetection, veil, invisibility, pass without trace

Summoning - planar binding (elementals only, [alignment] outsiders only, etc.), summon monster (as previous), gate, mage's sword

Nature - control weather, call lightning, summon nature's ally, goodberry

The Planes - planar binding (outsiders only), teleport, plane shift, ethereal jaunt

Aura of Alignment (Su)

A walker has a number of different auras to chose from depending on his alignment. He may chose one aura at level one, an additional aura at level 11, and a third aura at level 20. Auras have a radius of 10 feet, but this radius increases every fifth level as noted on the table. All DC's are (10 + 1/2 class level + Charisma modifier) unless noted otherwise. All DC's increase by 1 for each successful save made against them until the creature exits and re-enters the aura.

A walker's aura of [alignment] for the purpose of detect spells is equal to his class level and has a radius equal to his aura's radius. A walker may suppress one or more of his auras as an immediate action and resume one of them as a swift action. He may allow specific creatures (or whatever is affected by the aura) to be unaffected while other creatures are affected using an immediate action as well. Improved versions of auras may be disabled separately from each other.

Auras of Evil

Pestilence - Your presence causes food to spoil and plants to wither. This has no effect on plant-type creatures. In addition, creatures within your aura must make a Fortitude save every round or be sickened until they leave it.
Improved Pestilence - Creatures within your aura are affected by a contagion spell, as if you had cast one. Each round they make their save against a disease (even if not caused by you), they are unable to get rid of the disease and the save DC increases by 1.
Greater Pestilence - Creatures who fail their Fortitude save are nauseated in addition to being sickened.

Death - Your presence causes the ground and plant life to blacken and die. This has no effect on plant-type creatures. The area within your aura is treated as if it were desecrated. The ground returns to its normal color and becomes undesecrated when it leaves your aura.
Improved Death - Creatures within your aura find their wounds unable to close, dealing them 1 point of Constitution damage per round as long as they have less than their maximum hit points and they fail a Will save. In addition, creatures who are dieing automatically die if they fail a Will save.
Greater Death - Creatures who die within your aura have their souls destroyed and are unable to be raised.

Insanity - Your presence causes reality to move in odd ways, giving any attack or spell with a target other than "self" to have a 20% chance of failure. This aura cannot be lowered.
Improved Insanity - The walker no longer suffers the same chance of failure as other creatures while his aura is active, though he still may not disable it for his allies or anyone else.
Greater Insanity - The walker may now lower his aura as normal. In addition, creatures within your aura must make a Will save each round or become confused. They even attempt a save while confused - if they make this save they are no longer confused.

Destruction - Your presence causes organization to unfold as you pass. This causes friends to begin fighting with each other (Will negates), audiences to become mobs (Will negates), and unattended objects to take 1d2 damage per round (typeless).
Improved Destruction - Unattended objects within your aura take 1d12 damage per round instead of 1d2. Creatures also take this damage. As a swift action, the walker may cause one unattended flammable object within his aura to catch fire. This fire cannot be put out by nonmagical means until it turns the object to dust. A remove curse spell or any spell with the [water] descriptor will put the fire out.
Greater Destruction - Creatures and unattended objects within your aura take 1d20 damage per round instead of 1d12. In addition, creatures within the walker's aura change their alignment to evil if they fail a Will save. The creature retains the lawful/neutral/chaotic aspect of its alignment. It gets a new save each round to revert to its original alignment if it fails, but leaving the walker's aura does not automatically cure it.

Auras of Good

Life - Your presence causes plants to spring into full blossom. Colors seem more vibrant, smells more intoxicating, and food more flavorful while under your aura. The area within your aura is treated as if consecrated. In addition, every creature is affected by a lesser restoration spell as cast by you every round it remains under your aura.
Improved Life - Creatures are now affected by a restoration spell. In addition, all living creatures receive fast healing 2 while under your aura and all undead creatures take 2 points of positive energy damage. Living creatures killed while under your aura are raised as deathless creatures if they are of good alignment and wish to be raised.
Greater Life - Creatures are now affected by a greater restoration spell and fast healing and positive energy damage increases to 5. Living creatures killed while under your aura have a gentle repose spell cast on their bodies (as if by you) and may be raised at a later time even if they chose to be momentarily deathless. This gentle repose spell overrules any effect from spells such as disintegrate or destruction. Spells and effects which would destroy a soul don't work either, though the soul could still be removed from its body (such as with trap the soul).

Liberation - Your presence causes all around you to feel happy and free. Creatures double any morale bonuses they receive, and cannot have morale penalties to anything. In addition, creatures under your aura receive a +1 morale bonus on all Charisma- and Dexterity-based skill checks (which is then doubled).
Improved Liberation - Creatures within your aura are constantly affected by a freedom of movement spell, as cast by you. In addition, the bonus to Charisma- and Dexterity- based skill checks increases to equal your Charisma bonus (minimum +1).
Greater Liberation - If a creature within your aura becomes dominated, confused, or has its freedom of will otherwise removed, it receives a Will save each round at the original DC to remove the effect (-1 DC per previous failure). If a creature within your aura becomes contained by a wall, cage, or other structure or landscape feature, it is automatically shunted to the nearest open space, taking 1d6 nonlethal damage per 5 feet moved (if it desires to be - maximum 20d6 damage). This cannot move a creature to an area which isn't within your aura.

Truth - Your presence forces everything within it to speak the absolute truth, though they are allowed a Will save to negate.
Improved Truth - Creatures under your aura must truthfully speak any thought they think out loud unless they make their Will save.
Greater Truth - Creatures under your aura are inspired by great, mystical truths which they do not fully understand but still gain strength from. They receive a bonus on all Knowledge checks equal to their Wisdom bonus plus your Charisma bonus.

Cleansing - Your presence causes a great hope to well up creatures around you; they feel that if only evil were purged, the world would be utopic. Creatures under your aura receive a +1 morale bonus on attack rolls, damage rolls, and save DC's against any creature with an evil alignment.
Improved Cleansing - The bonus now applies to saving throws, armor class, and checks to overcome spell resistance or dispel a spell with the [evil] descriptor. The bonus increases to +2.
Greater Cleansing - The bonus is now equal to your Charisma bonus (minimum +1).

Auras of Law

Perfection - Your presence causes everything within it to be rigid and straight, conforming perfectly to whatever ideals it holds. Creatures under your aura receive a +4 bonus on all ability checks and skill checks tied to their highest ability score.
Improved Perfection - Allied creatures under your aura are linked telepathically.
Greater Perfection - Creatures within the walker's aura change their alignment to lawful if they fail a Will save. The creature retains the good/neutral/evil aspect of its alignment. It gets a new save each round to revert to its original alignment if it fails, but leaving the walker's aura does not automatically cure it.

Truth - Your presence forces everything within it to speak the absolute truth, though they are allowed a Will save to negate.
Improved Truth - Creatures under your aura must truthfully speak any thought they think out loud unless they make their Will save.
Greater Truth - Creatures under your aura are inspired by great, mystical truths which they do not fully understand but still gain strength from. They receive a bonus on all Knowledge checks equal to their Wisdom bonus plus your Charisma bonus.

Plotting - Your presence causes every creature within it to view the other as a pawn in an elaborate scheme. Every creature under your aura receives a +1 insight bonus on any type of d20 roll they wish (such as attack rolls, dispel magic checks, etc.). The type of roll is announced when the creature enters your aura and cannot be changed until the creature leaves your aura and re-enters. You may change the type of d20 roll for yourself as a full-round action.
Improved Plotting - The bonus to a type of d20 roll increases to +1 per point of Intelligence modifier (min +1).
Greater Plotting - The bonus to a type of d20 roll may be based off of Intelligence, Wisdom, or Charisma, whichever is highest for the creature.

Equality - Your presence makes certain that everything is equal. Every creature within your aura who is willing or fails its Will save has the average of their combined values for base attack bonus, with any remainders disappearing. In addition, when a creature within your aura is wronged or given a favor by another creature, it must make a Will save or receive a geas as cast by you to pay the creature back with an equal action.
Improved Equality - Creatures within your aura who are willing or fail a Will save share the average of their base saving throws and hit points (only including bonuses from hit dice; not Constitution, feats, etc.). In addition, any creature within your aura who attacks or casts a spell upon another creature must make a Will save or attack itself in the same way or cast the same spell upon itself. The creature does this next round if he doesn't have enough actions left. If the creature doesn't have that same spell left, he casts a harmful or helpful one of the same level upon himself, depending on what kind the original spell was. If he has none of the same level left, he loses a spell slot of that level until the next day (he cannot put a spell in it that next day).
Greater Equality - Your aura functions as an antimagic field, as cast by you, though creatures are allowed a Will save to negate (a successful save applies to the creature's items as well).

Auras of Chaos

Chance - Your presence causes normally set things to be much more random. Any set value such as AC or hardness while under your aura instead has a random value with that value as its average (using the least amount of constant values possible). For example, an object with 10 hardness would instead have 1d20 hardness against each attack against it. A creature with 17 AC would instead have 3d12-2 AC for each attack against it. A creature with a 5 swim skill instead has a 1d8+1 swim skill.
Improved Chance - You can designate a creature to receive a +1 luck bonus on rolls that you have made random. In addition, if that creature rolls any a 1 on rolls that you have made random, it rerolls. Alternatively, you can designate a creature to take a -1 luck penalty on those rolls and if it rolls the maximum value it must reroll, but it receives a Will save to negate this.
Greater Chance - Creatures you have designated as lucky reroll a 1 on any roll, while creatures you have designated as unlucky reroll any maximum values if they fail a Will save.

Insanity - Your presence causes reality to move in odd ways, giving any attack or spell with a target other than "self" to have a 20% chance of failure. This aura cannot be lowered.
Improved Insanity - The walker no longer suffers the same chance of failure as other creatures while his aura is active, though he still may not disable it for his allies or anyone else.
Greater Insanity - The walker may now lower his aura as normal. In addition, creatures within your aura must make a Will save each round or become confused. They even attempt a save while confused - if they make this save they are no longer confused.

Liberation - Your presence causes all around you to feel happy and free. Creatures double any morale bonuses they receive, and cannot have morale penalties to anything. In addition, creatures under your aura receive a +1 morale bonus on all Charisma- and Dexterity-based skill checks (which is then doubled).
Improved Liberation - Creatures within your aura are constantly affected by a freedom of movement spell, as cast by you. In addition, the bonus to Charisma- and Dexterity- based skill checks increases to equal your Charisma bonus (minimum +1).
Greater Liberation - If a creature within your aura becomes dominated, confused, or has its freedom of will otherwise removed, it receives a Will save each round at the original DC to remove the effect (-1 DC per previous failure). If a creature within your aura becomes contained by a wall, cage, or other structure or landscape feature, it is automatically shunted to the nearest open space, taking 1d6 nonlethal damage per 5 feet moved (if it desires to be - maximum 20d6 damage). This cannot move a creature to an area which isn't within your aura.

Destruction - Your presence causes organization to unfold as you pass. This causes friends to begin fighting with each other (Will negates), audiences to become mobs (Will negates), and unattended objects to take 1d2 damage per round (typeless).
Improved Destruction - Unattended objects within your aura take 1d12 damage per round instead of 1d2. Creatures also take this damage. As a swift action, the walker may cause one unattended flammable object within his aura to catch fire. This fire cannot be put out by nonmagical means until it turns the object to dust. A remove curse spell or any spell with the [water] descriptor will put the fire out.
Greater Destruction - Creatures and unattended objects within your aura take 1d20 damage per round instead of 1d12. In addition, creatures within the walker's aura change their alignment to chaotic if they fail a Will save. The creature retains the good/neutral/evil aspect of its alignment. It gets a new save each round to revert to its original alignment if it fails, but leaving the walker's aura does not automatically cure it.

Auras of Neutrality

Balance - Your presence makes certain that no primal force has an advantage over another. When in battle, the side with less average HD receives fast healing 1 while the side with more average HD takes 1 typeless damage per round.
Improved Balance - Fast healing and damage is increased to 2. Spells and effects targeting specific alignments do not function in the radius of your aura unless the spell or effect would directly and greatly balance the power between alignments. For example, a paladin could still use smite evil on a demon lord if he was in the middle of conquering the material plane, but not if he was just plotting in his fortress. The walker cannot otherwise disable this aura.
Greater Balance - Fast healing and damage is increased to 5. In addition, each creature on the side with more average HD receives one negative level, while each creature on the other side receives one positive level, unless this would cause the side with lower HD to now have higher HD than the other side. In that case, all creature's HD are averaged to determine positive and negative level distribution (and no fast healing or damage occurs).

Equality - Your presence makes certain that everything is equal. Every creature within your aura who is willing or fails its Will save has the average of their combined values for base attack bonus, with any remainders disappearing. In addition, when a creature within your aura is wronged or given a favor by another creature, it must make a Will save or receive a geas as cast by you to pay the creature back with an equal action.
Improved Equality - Creatures within your aura who are willing or fail a Will save share the average of their base saving throws and hit points (only including bonuses from hit dice; not Constitution, feats, etc.). In addition, any creature within your aura who attacks or casts a spell upon another creature must make a Will save or attack itself in the same way or cast the same spell upon itself. The creature does this next round if he doesn't have enough actions left. If the creature doesn't have that same spell left, he casts a harmful or helpful one of the same level upon himself, depending on what kind the original spell was. If he has none of the same level left, he loses a spell slot of that level until the next day (he cannot put a spell in it that next day).
Greater Equality - Your aura functions as an antimagic field, as cast by you, though creatures are allowed a Will save to negate (a successful save applies to the creature's items as well).

Apathy - Your presence causes creatures around you to feel apathetic. Even the walls of buildings seem to no longer care about holding the building up. Creatures under your aura must succeed on a Will save or be unable to receive any morale bonuses or penalties and have their dodge bonus to AC reduced by 1 (min 0). Objects under your aura have their hardness reduced by 1. In addition, creatures under your aura are protected by an endure elements spell.
Improved Apathy - Creatures under your aura must succeed on a Will save or be unable to use abilities involving emotion, such as a barbarian's rage, and be unaffected by emotion-provoking abilities such as symbol of pain. Any such effects currently in effect are suppressed but not dispelled; a successful save later on will resume the duration. In addition, creatures under your aura may not have their move speeds reduced by any means, though they may be completely stopped. Furthermore, the hardness and dodge bonus to AC reductions are increased to equal your Charisma bonus.
Greater Apathy - You may choose one creature or object within your aura to be affected as if by an antipathy spell as cast by you as a swift action, except that the walker chooses one creature or object within his aura to be antipathetic instead of a group of creatures.

Life and Death - Your presence at times creates life, causing plants and animals to be healthy and vibrant, and at other times creates death, turning small wounds into fatal ones. During the daylight hours, your aura functions as a life aura, while during the night, your aura functions as a death aura. A light or darkness spell can be used to create day or night, respectively, for the purposes of this aura as long as it covers your entire aura.
Improved Life and Death - As life and death, but with the improved versions.
Greater Life and Death - As life and death, but with the greater versions.

Aura Perception (Su)

Beginning at 2nd level, anything within the walker's aura is subject to detect (opposite alignment) and detect magic spells as cast by him every round. At 3rd level, the walker adds his Charisma bonus to Spot, Search, and Listen checks while he has at least one aura active. At 7th level, the walker gains the benefit of an arcane sight spell against any creature within his aura. At level 13, the walker gains tremorsense out to his aura's radius. At level 19, the walker is constantly affected by true seeing and greater arcane sight spells as cast by him, but they only function against creatures within his aura.

Advanced Learning

At level 8 and every six levels afterward, the walker may learn a spell from any spell list which he feels is not directly related to his alignment or theme but supplements his aura or ability to appear powerful as a caster. Examples would be teleport (for any walker), disintegrate (for a walker with the destruction aura), daylight (for a walker with the life and death aura) or silent image (for any walker). The spell may not be of a higher level than the walker currently knows.

Share Aura (Su)

At level 9, the walker gains the ability to have his aura emanate from another creature (in addition to himself if he wishes) as a standard action. If the creature is unwilling, it is allowed a Will save (DC = 10 + 1/2 walker level + Charisma modifier) to negate this effect. Overlapping auras do not double any effects. The aura can only be one of the most basic level, not the improved or greater versions, and it may only be a single aura. The creature projects this aura for 10 minutes/walker level, though unwilling creatures are allowed a Will save against the original DC to get rid of it. Only one creature at a time may be affected. The creature may not suppress the aura and then later resume it as the walker can, and any save DC's are based off the walker's own DC's at the time it was shared.

Improved Aura of Alignment

At level 11 the aura you chose at first level is improved. You receive the effects of the basic version and the improved version simultaneously.

Improved Share Aura

At level 17, the walker can bestow two basic auras or a basic aura and an improved aura upon the creature. Up to three creatures at a time may be affected.

Greater Aura of Alignment

At level 20, the aura you chose at first level becomes a greater aura. You receive the effects of the basic version, the improved version, and the greater version simultaneously. In addition, the aura you chose at 11th level becomes improved. You receive the effects of the basic version and the improved version simultaneously.

Ex-Walkers

Walkers cannot go against their alignment. If they do, they lose all class features until they receive an atonement spell. However, a walker who changes his alignment to another one allowed by the class regains his class features as a character of that alignment. Finally, a walker who moves faster than one move action in a round loses the benefit of all class features until the end of the day. If the walker is mounted, his mount may not breach this code either.

TheLogman
2007-11-10, 05:51 PM
Interesting concept, Auras with Distance to them with limited Arcane spells. A lot of seemingly dead levels, but I see that they get spellcasting too, so seems quite neat and nice.

Baron Corm
2007-11-10, 06:23 PM
Just filled in a bunch of those, I think the only one left is level 3, since at all the even levels he gets a new spell level. Open to suggestions!

TheLogman
2007-11-10, 07:03 PM
Maybe allow Freedom of Movement as a class ability, but as is, it seems pretty balanced, and an exciting mesh of a Dragon Shamen, Arcane Caster, and a good amount of fresh new flavor.