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    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: GiTP Prestige Class Contest XLV: Hidden Knowledge

    Flow Walker

    They try to patrol, but they set up on an enormous ley line. They can no sooner catch me than their own shadows. - Reginald, Senior Scout in His Majesty’s 104th

    Flow Walkers have learned to ride and manipulate the invisible, omnipresent flow of energy. They are not mages, who bottle it up and spend it, but they act more like fish, swimming in the flow.

    Becoming a Flow Walker
    Most Flow Walkers are self taught; they feel a Flow by accident and have the curiosity to investigate further. Some military corps train Flow Walkers in order to use their abilities to scout.

    ENTRY REQUIREMENTS
    Class Feature:Skirmish (+1 AC)
    Skill:8 ranks in Balance, Tumble, Move Silently, Swim, Jump, or Escape Artist
    Skill:4 ranks in Spellcraft or Knowledge (Arcana)

    Class Skills
    The Flow Walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
    Skills Points at Each Level: 6 + int mod

    Hit Dice: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +2 +0 Find Flow (Standard), Flow Walk, Eddy Reading (Knowledge or Sense Motive)
    2nd +1 +0 +3 +0 Skirmish (+1 AC), Shunt or Stick
    3rd +2 +1 +3 +1 Flow Current, Flow Warning(Saves or AC)
    4th +3 +1 +4 +1 Skirmish (+1 AC,+1d6 damage), Magic Current or Erode Strength
    5th +3 +1 +4 +1 Find Flow (Swift), Flow Downstream
    6th +4 +2 +5 +2 Skirmish (+2 AC +1d6 damage), Flow Mastery, Redirect Spell or Flow Strike
    7th +5 +2 +5 +2 Flow Upward, Node Knowledge
    8th +6 +2 +6 +2 Multiple Targets or Concentrated Flow
    9th +6 +3 +6 +3 Flow Unimpeded
    10th +7 +3 +7 +3 Skirmish (additional +1 AC or +1d6 damage), Flowborne
    Weapon Proficiencies: A Flow Walker gains no additional weapon or armor proficiencies.

    Note Some abilities on the table are separated with an italicized or. When the Flow Walker gains that level, he must choose one or the other of the abilities.

    Find Flow (Su) The Flow Walker has developed an instinctive sense for the currents of power in the world; there always seems to be one where it is needed. As a standard action, a Flow Walker may identify a line of Flow. This line is 10’ wide and up to 20’ long per class level, and must begin within 400’ of the Flow Walker. The line can be seen as a ripple of Universal magic with Detect Magic, and other Flow Walkers can see but not use it (but see the Flow Insight feat after this class). Flow does not require line of effect, but this is irrelevant until the Flow Unimpeded ability is learned because all of the other abilities of the Flow Walker do require line of effect. A Flow lasts until the Flow Walker forgets it (as a free action) or identifies another Flow. Being within the Flow affects many class features of the Flow Walker. At fifth level, the Flow Walker may identify a Flow as a swift action.

    Flow Walk (Su) The simplest use for the Flow is to improve the Walker’s ability to move.While within Flow, a Flow Walker gains a circumstance bonus equal to his class level to Balance, Tumble, Move Silently, Escape Artist, and Swim checks. He gains a circumstance bonus equal to twice his class level to Jump checks while within the Flow.

    Eddy Reading(Su) The Flow responds to the presence of life (and unlife and pseudolife). A Flow Walker can read these responses and learn something about the creature, like a bat using sonar. When the Flow Walker gains this ability, he must choose whether he gains a bonus at Knowledge (All) or Sense Motive. The Flow Walker gains an insight bonus to the skill he selected against any creature within the Flow. If he selects Knowledge, he may also use applicable Knowledge skills untrained against a creature within the Flow.

    Shunt (Su) The Flow has a current. This current pulls against creatures, and a Flow Walker can surge it to push people around. As a move action, the Flow Walker can push a creature within the Flow. The pushed creature must make a Fort save (DC 10+class level+Cha mod) or the Flow Walker is allowed to move it up to 30’. This movement must stay within the Flow and if the creature is being moved off of the ground (and it is not flying) it is entitled to a second save. This forced movement does not provoke.

    Stick (Su) The Flow can press down upon someone. With a little direction, it can make movement impossible. The Flow Walker may, as a move action, attempt to immobilize someone who is within the Flow. They are entitled to a fortitude save (DC 10+class level + Cha mod) at the beginning of each of their turns until the effect is broken, and the effect automatically ends if they leave the Flow.
    Immobilized:
    Spoiler
    Show
    An immobilized creature can attack and cast spells normally, but it cannot move from the square or squares it is in. This condition does not prevent a creature from defending itself, nor does it cause a creature to lose its Dexterity bonus to armor class. Flying creatures that become immobilized in mid-flight can control their descent so that they do not take falling damage, but they are incapable of moving from their current square as long as the effect lasts and automatically descend at a rate of 20 feet per round. Flying creatures with the ability to hover can maintain their initial altitude if they choose. As described in Tome of Magic.


    Skirmish(Ex) A Flow Walker continues to practice a mobile form of combat. At the levels indicated on the table, increase the bonuses to skirmish by the prescribed amount. This bonus stacks with skirmish ability from the Scout class or any other source. At 10th level he must choose between gaining +1d6 damage or +1 AC.

    Flow Current(Su) Movement is easier when following a Flow. Distances seem to shrink slightly, or maybe the Flow Walker is just faster. The Flow Walker gains +10’ to all of his movement modes while within Flow. This only applies if the entire move is taken within Flow. At 7th level, this bonus increases to +20’.

    Flow Warning (Su) Some Flow Walkers can feel the movements of people within the Flow a split second before they actually occur. This is advantageous for avoiding being killed. When the Flow Walker gains this ability, he must choose if he will gain a bonus to saving throws or to AC. When he is attacked by someone within the Flow, he gains half his class level as an insight bonus to the defense he has chosen.

    Magic Current (Su) Magic is part of the Flow, so a skilled Flow Walker can disrupt the Flow and end the tangle which is an on-going spell. The Flow Walker may, as a standard action, dispel either the spell effects on a creature or an on-going spell; in either case the target must be within the Flow. This dispel functions similarly to a targeted Dispel Magic but the bonus on the dispel check is equal to the Flow Walker’s character level and is not capped at +10.

    Erode Strength (Su) The Flow can be used to wear away the strength of an opponent. As a swift action (or a standard action), the Flow Walker may weaken an opponent who is within the Flow. The opponent suffers a -1 to hit and to weapon damage for a number of rounds equal to the Flow Walker’s charisma modifier (minimum 1). If the Flow Walker targets the same opponent with this ability while the penalty is still in effect, the duration on the ability resets and the penalty to damage increases to -2. If this is repeated for a third application, the penalty persists and both penalties are increased by -1. This pattern continues with a maximum penalty equal to the Flow Walker’s class level. For example, a 7th level Flow Walker is using this ability on a dragon (which for purposes of demonstration is not moving.) After using this ability on the dragon for 7 rounds, the dragon is at -4 to hit and -7 to weapon damage. After 14 rounds, the dragon is at -7 to hit and damage.

    Flow Downstream (Su) Devotees of the gods of travel find the movements of a veteran Flow Walker to be very familiar. There is a sense of movement without apparent effort. The Flow Walker may move up to his move speed within Flow as a swift action. If he uses this ability more than three times in one encounter, he is fatigued for an hour after the encounter.

    Flow Mastery (Su) The longer a Flow Walker spends examining the Flow in the same area, the better he is able to use it. When the Flow Walker identifies another Flow in an encounter when he has already identified a Flow, the new flow may either be twice as wide (20’) or twice as long (40’ per class level).

    Redirect Spell (Su) The Flow can move magic as it is being cast. The Flow Walker may, as an immediate action, attempt to change the target (or targets) of a spell which initially is targeted inside the Flow. He must succeed on a 1d20+character level check versus the spell’s caster level +10 (this check gains bonuses which apply to dispel checks, such as that from the Concentrated Flow class feature). He may choose invalid target(s) for the spell, in which case some or all of it fizzles. For example, a Flow Walker and his three party members are all targeted with a Slow spell. The Flow Walker and two party members are within the Flow. He uses Redirect Spell successfully and re-targets the three targets he can affect into the ground; leaving only the party member who was outside of the Flow to be slowed.

    Flow Strike (Su) The Flow is not normally inimical to life, but Flow Walkers have discovered how to set up ripples in it which are dangerous or even deadly. As a standard action, the Flow Walker may harm a single target within the Flow. The target is entitled to a Fortitude save (DC 10 + Class level + Cha modifier) to reduce the effect. The Flow Walker gains a number of strike points equal to half his class level plus his charisma modifier to choose effects from the table below. The same effect may not be chosen more than once. If the target succeeded on the save, the Flow Walker only gains half as many points as usual (and if the target has Mettle and succeeded the strike has no effect.)
    Cost Choice 1 Choice 2 Choice 3
    1 Hit point damage equal to character level 1 round of sickened, dazzled, deafened, fatigued, or shaken Unable to benefit from concealment for 1 round
    3 Hit point damage equal to character level (Charisma modifier) rounds of sickened, dazzled, deafened, fatigued, or shaken (Charisma modifier) ability damage to one ability
    5 Hit point damage equal to twice character level 1 round of stunned, dazed, or nauseated 1 negative level, lasting for (Charisma modifier) minutes
    7 Hit point damage equal to three times character level (Charisma modifier) ability drain to one ability Additional Fort save at same DC or die (this is a [death] effect)
    10 Two effects from anywhere else on the table, or the same effect twice
    For example, a 6th level Flow Walker with a +3 charisma modifier uses Flow Strike on a hapless goblin. The goblin fails the Fortitude save, so the Flow Walker has 6 (3 from levels + 3 from charisma) strike points to spend. He chooses to deal twice times his character level in damage to the gobin and sicken it for a round, costing 5 points for twice his level and 1 point for the sickening.

    Flow Upward (Su) The currents of Flow can be stronger than gravity for one who is deeply in tune with them. The Flow Walker gains a fly speed equal to his land speed while within Flow, with Perfect maneuverability. The bonus from Flow Current only applies once to this new movement form.

    Node Knowledge (Ex) The location where many Flows come together is known as a Node. Flow Walkers search for Nodes in order to gain deeper understanding of the Flow. Such knowledge is fleeting but powerful. A Flow Walker may spend an hour in meditation at a Node and re-select some or all of his class features. He also gains a +2 insight bonus to any DC’s from his class features for one day. See the sidebar on Nodes for information on how to locate them.

    Multiple Targets (Ex) Many Flow Walkers practice for long hours to be able to affect more targets with their abilities. The Flow Walker may target more than one creature or effect with any of his class features which are normally single-target (apart from the self-only features), with a maximum number of targets equal to his character level. For each target beyond the first, either the DC of the effect is reduced by 2 or the bonus to the dispel check is reduced by 2, whichever is appropriate for the ability.

    Concentrated Flow (Ex) Some Flow Walkers are more concerned about one powerful foe than many weaker ones. They refine their ability to project and shape more Flow into a single target. The Difficulty Class for all of this class’s features increases by 2, and all dispel checks made using features from this class gain a +2 bonus.

    Flow Unimpeded (Su) Whispers and legends tell of Flow Walkers who can walk through walls. The Flow Walker may choose to be treated as Ethereal while moving within Flow. This is a free action, but he is only Ethereal while he moves.

    Flowborne (Su) The ultimate power of the Flow Walker allows them to be borne away from Death itself. When the Flow Walker is reduced to -10 hit points and is within the Flow, he may choose to disappear into the Flow. He reappears anywhere on the same plane after at least one hour and after no longer than one week. He is at full hit points and has no negative effects on him (ability damage or drain, curses, or other malignant magic). Once he has used this ability, he must wait a week after re-appearing before it can be used again.

    PLAYING A Flow Walker
    Flow Walkers are all about movement, with some very unusual abilities.
    Combat: You should start every combat by identifying a Flow. You might place it to improve your own mobility, or to allow you to impede or injure enemies with it. If you are very lucky you can do both.
    Advancement: Consider dipping ranger and taking the Swift Hunter feat. Or take warblade levels because warblade. Or maybe Horizon Walker is more your speed. Lots of options.
    Resources: You should be a murder-hobo with the cost of a castle tied up in your gear. Maybe you also work for a military branch, but Flow Walkers do not typically have an organized structure for support.

    Flow Walkers in the World
    Unnerving chap, that one. Seems like he always wants to wander off and find something. Best scout I’ve ever seen though.! - Captain Clavius

    Daily Life: Flow Walkers are always on the go. They are more likely to be the guardian of a frontier settlement than the captain of a city watch, and more likely yet to be adventurers.
    Notables: The 104th was the division of His Majesty’s army that brought news of the new orcish maneuver in time for the redeployment of battle mages. Their trek through the Murderthrone Jungle to bring the news is the stuff of legends. Some whisper that they also serve the King as assassins, but that is crazy talk.
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    Flow Walkers typically are taken to be ordinary scouts. Their powers are subtle, so they are normally addressed with the mixture of fear and awe that most adventurers get.

    Flow Walkers
    Flow Walkers are deadly in dungeon corridors, where they can cover everyone in their Flow in one action. They have more difficulty in larger areas.
    Adaptation: The Flow can be added or adapted to many settings; it is similar to the Weave in the Forgotten Realms, for example.
    Encounters: A group of Flow Walkers could make for a memorable encounter; their abilities encourage them to move and therefore the battle will not be static. They might benefit from the feat Flow Insight.


    New Feat
    Flow Insight
    Pre-requisites: Find Flow class feature.
    Benefits: The Flow Walker may use a Flow created by any other Flow Walker as his own. In addition, he may identify a second Flow without losing the use of the first Flow. If he identifies a third Flow he chooses which of his two identified Flows to forget.

    Nodes
    Nodes are mysterious confluxes of Flow which can persist for seconds, hours, or years in one location. Dungeon Masters are entirely in control of when and where Nodes are located; in one campaign there might be a permanent Node at a location which is magically significant, but in another campaign Nodes might be ever moving and only stationary for a few hours at a time. In a third campaign Nodes might be able to be artificially created through magic and/or the efforts of Flow Walkers. It is suggested that a Flow Walker have access to a Node about once per plot arc, or maybe every five sessions or so. It would not be a huge deal for a Node to be constantly accessible, and the class works without access to Nodes at all (remember the retraining rules from PHB II allow re-selection of class features).
    Last edited by Glimbur; 2014-04-16 at 07:19 PM.