1. - Top - End - #5
    Retired Mod in the Playground Retired Moderator
    Join Date
    Jul 2005
    Location
    South Korea
    Gender
    Male

    Default Re: Base Class Challenge - The Altar of Naught

    VOID WALKER


    a step into the void is a step away from all that is light


    ”Nothing is everything and everything is nothing.”
    ~Kelan, void walker~

    The void walker has gained access to a unique energy source, the Void. The Void is a plane parallel to the Material Plane, albeit completely empty (except for things that have been sent there forcibly). The void walker is able to both summon and dismiss things from the Void, long-forgotten creatures from days long past, or even her current enemies. In the Void, both time and space are irrelevant, creatures sent there do not age or notice the passing of time and are literally in all places at once. The void walker has also mastered this aspect of the Void, she is able to walk the void, allowing her to move massive distances with a single step in the void, send her enemies far away by the same methods, age her enemies disastrously, or even reverse her own aging. The most potent power of the void walker, however, is her ability to summon voidmatter. Also known as antimatter, it is the very inverse of all that exists corporeally, painfully sending part of whatever it touches to the Void.

    Abilities: Charisma is the most important attribute to a void walker, as her secrets rely on her Charisma score. A void walker should also have good Constitution and Dexterity scores to improve her durability. To a more martially focused void walker, Strength can be useful. Wisdom and Intelligence improve the void walker’s Will save and skill points, respectively, but are for the most part unimportant.

    Role: A void walker will most likely take on a role similar to a wizard or sorcerer with their offensive and defensive secrets, as well as being able to buff the party.

    Background: Void walkers come from those who prefer solitude, quiet study, and unmitigated power. Void walkers tend to be pragmatic in their pursuit of knowledge, knowledge that proves deadly on the battlefield.

    Organization: Void walkers do not form any organizations, but more likely join other organizations if they feel the need. However, most void walkers tend to be mostly solitary and do not seek the pleasures of social events.

    Alignment: Void walkers may come from any part of the alignment spectrum, although their ambivalence to life causes them to be neutral in at least one aspect.

    Races: No specific race has an affinity with void magic, individuals seek out knowledge of the Void on their own, usually from a desire to gain knowledge of the unknowable.

    Religion: As with their lives, void walkers tend to be fairly ambivalent towards religion. Any god that a void walker may follow is due to their upbringing or lifestyle, irrelevant to their learning of the Void.

    Other Classes: Void walkers are usually calm and rational, and despise those who act without thought. This mostly includes barbarians, although other classes who act irrationally are usually disliked by void walkers.

    Adaptation: The void walker’s power need not be drawn from the Void, and can be easily refluffed to be a negative energy plane, a shadow plane, or other planes based on destruction or nothingness.


    Alignment: Any neutral.

    Hit Die: d6

    Starting Gold: As wizard.

    Class Skills: The void walker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

    Skill Points at First Level: (4 + Int modifier) x4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    {table=head]Level|
    BAB
    |Fort Save|Ref Save|Will Save|Special|Chakra|Secrets Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Secrets of the void, unlock chakra, recall the void (1/round)|
    1
    |
    3

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |—|
    2
    |
    4

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |—|
    3
    |
    5

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |—|
    3
    |
    7

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Recall the void (2/round)|
    4
    |
    8

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |—|
    5
    |
    9

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |—|
    6
    |
    10

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |—|
    6
    |
    12

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |—|
    7
    |
    13

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Recall the void (3/round)|
    8
    |
    14

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |—|
    9
    |
    16

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |—|
    9
    |
    17

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |—|
    10
    |
    18

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |—|
    11
    |
    20

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Recall the void (4/round)|
    12
    |
    21

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |—|
    12
    |
    22

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |—|
    13
    |
    24

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |—|
    14
    |
    25

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |—|
    15
    |
    26

    20th|
    +10/+5
    |
    +6
    |
    +7
    |
    +12
    |Master of the void (5/round)|
    15
    |
    27
    [/table]

    Class Features

    Weapon and Armor Proficiencies: The void walker is proficient with all simple weapons and light armor, but not with shields.

    Secrets of the Void: Void walkers have unlocked powerful secrets concerning the Void, allowing them to tap into its power and use it for their own devices. A void walker begins play with knowledge of five secrets, and they learn more as they gain power and further unlock the secrets of the Void. Secrets can be anything from the simple act of calling something from the void, sending something to the void, utilizing voidmatter offensively, unleashing the raw power of the void, and more. The power required to use their secrets, however, is enormous. The void walkers have learned how to funnel the required power directly from the Void itself, channeling it through fonts of power in their bodies known as chakra. Each secret requires a certain number of chakra to use, essentially a required amount of power. Additionally, some secrets may only be learned by void walkers with a minimum number of total chakra. Utilizing a secret is generally a standard action, unless noted otherwise. Likewise, all secrets are considered spell-like abilities unless noted otherwise.

    To learn a secret, a void walker must have an Intelligence score of at least 10 + (chakra prerequisite / 2). The DC for a secret is equal to 10 + (required number of chakra / 2) + Charisma modifier. The void walker gains new secrets known as indicated on the table above.

    At level 4, and every even level thereafter, the void walker may replace one of her known secrets with a new secret, which she must meet the requirements for as if gaining the secret normally.

    Unlock Chakra: The void walker learns how to unlock fonts of energy in her body known as chakra. Through these chakra, the void walker can channel energy directly from the Void to utilize secrets. The void walker’s chakra are represented as a disk, expanding as the void walker unlocks new chakra. The void walker begins play with 1 open chakra, and gains additional chakra as indicated on the table above. Additionally, the void walker gains additional unlocked chakra equal to her Charisma modifier. However, a void walker can never have more chakra than her class level + 5. Once expended, a chakra cannot be used again until it has had time to recover its energy from the Void. As the void walker gains power and knowledge, her chakra themselves become more powerful, allowing her to store more energy within them. Some secrets increase in power according to the void walker’s level. A void walker can always downgrade these secrets to their previous levels of power (oftentimes decreasing the number of chakra required to unleash the secret). A character’s effective void walker level is equal to her levels in the void walker class + her levels in any other spellcasting class.

    Recall the Void (Ex): Once the void walker has unlocked her first chakra, energy from the Void pours into it, filling her with untapped energy. This energy, however, requires time to recuperate. At first level, this energy recovers at a rate of 1 chakra per round. This increases to 2/round at level 5, 3/round at level 10, 4/round at level 15, and 5/round at level 20. Energy recovery takes place at the end of the void walker’s turn, available for use on any subsequent turn. Energy stored in chakra does not dissipate, it remains ready for use until the void walker’s decides to use it. Every day, when the void walker awakens, her void energy is untapped, requiring 10 minutes of meditation to regain her chakra and focus her energy correctly.


    THE VOID

    The Void is a plane directly parallel to the Material Plane. However, the Void is the inverse of the Material Plane, a vast expanse of pure nothingness. At least, that’s how it used to be. Beginning long ago, a select few have discovered the secrets of the Void, and have been able to bend it to their will. These people are known as void walkers. Since then, many creatures, objects, and other miscellany have been sent to the Void, the most powerful void walkers have even been known to send entire worlds to the Void. Not everything in the Void was put there purposefully, however; sometimes objects or even rarely entire creatures can be sent to the Void by happenstance. If you’ve lost a shoe, it’s most likely in the Void.

    The Void is separated from the normal confines of space and time, a creature summoned from the void might be from any place past, present, or future, according to both their timelines and the current time in the Material Plane. Because of the unpredictability of the Void, it is difficult to master, with varying amounts of control based on the power of its wielder. Due to the Void’s nature, a void walker is able to enter the void and travel hundreds of yards, or even miles, in a single step.

    The Void’s best known attribute is that of its makeup. The Void is filled with voidmatter, also known as antimatter. Like the plane itself, voidmatter is the inverse of matter, and when the two meet both are annihilated from known existence forcefully, sent into the depths of the Void. Because of voidmatter, existence in the Void is not an easy one. By existing in the Void, any creature or object is slowly deteriorated by voidmatter. Creatures who have spent enough time in the Void are known as “the void-touched”. They have taken on a wispy appearance, only a semblance of their former selves. Those who have spent even longer in the Void are known as “dead”.


    WORK IN PROGRESS.
    Last edited by Vaynor; 2010-05-29 at 03:59 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/