ASHEN WANDERER PRESTIGE CLASS (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
vierax

01-13-08, 04:31 PM
ASHEN WANDERER

The popular phrase “the food tasted like ash” becomes literal to some – and not just food. These beings are referred to as ashen wanderers. Though most of these unfortunate creatures regard themselves as cursed, others embrace it power - and can become some of the most feared assassins in the land.
Hit Die: d8

Adventures: some ashen wanderers adventure simply because in the wilderness or in a dungeon they do not have to not have to conceal they’re identities or worry about being hunted down by authorities.

Characteristics: though not all ashen wanderers are evil, even good aligned ones are often though to be so. Higher level ashen wanderers must be even more careful. A careless ashen wanderer can commit murder by doing no more than shaking someone’s hand. Because of this, ashen wanderers are usually suspicious of those who have not proved to be reliable friends.

Alignment: ashen wanderers tend toward neutrality, though many vary strongly from this.

Religion: ashen wanderers tend slightly toward worship their racial deities, if they worship a god at all.

Background: ashen wanderers come from all backgrounds, though those from poorer or wilder areas are slightly more common.

Races: humans are the most common ashen wanderers, ashen wanderers are also somewhat “common” among more savage species. Elvin and Halfling ashen wanderers are less common than most other races, but those that are known, and good aligned, are almost never outcasts.

Other classes: ashen wanderers are generally more comfortable around classes that roam the wilderness, such as the ranger, druid, and barbarian, as long as they are of a similar alignment.

Role: an ashen wanderer usually functions as the parties scout, secondary assassin, or support ranged combatant, though they can easily fill other similar roles.

________________________________________ _________________________

Requirements
To qualify to become an ashen wanderer a character must fulfill all of the following requirements:
SKILLS: survival 10 ranks.
FEATS: run, endurance
BASE ATTACK BONUS: +3
SPECIAL: must been the subject of curse for at least 24 hours

Class Skills
The ashen wanderers class skills are survival (wis), move silently (dex), jump (str), climb (str), swim (str), bluff (cha), diplomacy (cha), intimidate (cha), escape artist (dex), listen (wis), spot (wis), search (wis), and sense motive (wis).
Skill points at each level: 6 + int modifier.

Class Features
All of the following are class features of the ashen wanderer.
Weapon and armor proficiency: the ashen wanderer is proficient with light armor and medium armor, shields (except tower shields), all simple weapons, the double sword, the dire flail, composite and normal longbows, composite and normal short bows, and crossbows.
Ash Stained (su): The body of an ashen wanderer is constantly generating fine, almost imperceptible ash that coats their skin. Because of this their skin is almost always faintly grey tinted and they leave streaks of ash on whatever they touch. Any creature with and intelligence score of 6 or higher and a wisdom score of 8 or higher can make a knowledge (arcana) check to realize the nature of the ashen wanderer.
Sprint (ex): From months, and sometimes years spent fleeing from various creatures attempting to capture or destroy them, ashen wanderers become incredible runners. When using the run action an ashen wanderer of 2nd level or higher runs 6x her normal base speed, and can run for 10 minutes without stopping to rest. In addition once every two hours an ashen wanderer who is not fatigued, exhausted, or anything similar, can sprint to move 15x her base speed.
Depressing Aura (ex): at 3rd level an ashen wanderer gives off an aura of depression. All creatures (including allies) within 30 ft. of the ashen wanderer must make will saves equal to the ashen wanderers character level + cha modifier or take a -2 penalty on attack roles and will saves as they begin to feel depressed, and fall into melancholy, cretures need save only the first time they see the ashen wanderer each day. the penaltie last for 24 hours, until the creture is no longer in sight of the ashen wanderer, or until the creture takes damage from the ashen wanderer.
Spew Ashes (su): at 4th level an ashen wander takes his first real step toward the height of his power (or curse). The food that an ashen wanderer attempts to eat turns to ash before it is swallowed. The ashen wanderer derives sustenance from these ashes as normal (though they taste like normal ash, and effectively are) however, a small portion of these ashes are stored and can be released by the ashen wanderer. An ashen wanderer can spew ashes out his mouth as a standard action. They deal 1d4 points of damage per two ashen wanderer levels, and automatically blind all subjects in the area for 1d6 rounds. The ashes deal full damage to objects, and heal fire elementals. The ashes occupy a cone 10 feet long per two ashen wanderer levels. The ashen wanderer can use this ability a number of times per hour equal to their ashen wanderer level + their con modifier. In addition if the ashen wanderer has immunity to fire or resistance to fire 15 or greater, they may instead, at the beginning of the day, consume still burning ash. This ups the damage to 1d6 per level, and targets must make a reflex save equal to the ashen wanderers character level + their dex modifier, or catch fire.
Icy Heart (ex): at 5th level an ashen wanderer becomes despondent, and cheerless. They gain a +10 inherent bonus on saves to resist emotional effects, and can no longer gain the benefits of a bards bardic music ability.
Ashen Complexion (su): at 7th level an ashen wanderer’s skin takes on a noticeable gray hue, and the air seems somewhat gray around them. Any creature with the requirements to realize the nature of an ashen wanderer (stated in the ash stained description) can make a spot check instead of a knowledge check to notice. In addition the ash begins to harden and form armor over the ashen wanderer. This grants him damage reduction 1, that can be overcome by any weapon with an enchantment bonus of +2 or higher. It also grants him a natural armor bonus of +1. Both the natural armor bonus and damage reduction stack with all other damage reductions and natural armors.
Touch of Ashes (su): at 8th level an ashen wanderer can truly consider himself cursed. An ashen wanderer with this ability causes every thing he touches with his bare skin to turn to ash. This affects all things that are not directly and firmly attached to the ground, except for the ashen wanderers equpment and clothing. A creature affected must make a fortitude save equal to the ashen wanderers character level + twice their cha modifier, or instantly die and turn to ash (similar to a disintegrate spell). This ability is always active, whether or not the ashen wanderer wants it to. Only creatures with immunity to transmutation are unaffected by this ability.
Crushing Gaze (ex): at 8th level an ashen wanderer can cause a subject to suffer from powerful depression. An ashen wanderer who uses this ability can curse a subject once per 30 minutes. The subject is allowed a will save with a DC equal to the ashen wanderers level + their cha modifier. A subject who fails their save is affected with and affect identical to curse except that it only lasts 1d6 rounds.
Pierce Illusion (su): at 9th level an ashen wanderer can see through lies and illusions. An ashen wanderer gains immunity to illusion spells unless the caster is at least 4 levels higher than the ashen wanderers character level. They gain a +10 bonus on sense motive checks, and can use zone of truth once per hour as a spell-like ability.
Burst of Ash (su): at 10th level, 1/day an ashen wanderer may use her touch of ash ability to affect all creatures (including allies) within 60 feet with her touch of ash.
Ashen Flesh (su): at 10th level an ashen wanderers flesh is infused with ash. This improves their damage reduction to one half of their ashen wanderer level, and increases the natural armor bonus the same amount. The damage reduction can now only be overcome by a cold iron, or silvered weapon, (depending on alighnment, neutral may choose). The damage dice of the ashen wanderers natural attacks increase by one size.



THE ASHEN WANDERER

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0 ash stained

2nd +1 +3 +3 +0 sprint

3rd +2 +3 +3 +1 depressing aura

4th +3 +4 +4 +1 spew ashes,

5th +3 +4 +4 +1 icy heart

6th +4 +5 +5 +2 -

7th +5 +5 +5 +2 ashen
complexion

8th +6 +6 +6 +2 touch of ash,
crushing gaze

9th +6 +6 +6 +3 pierce illusion

10th +7 +7 +7 +3 burst of ash,
ashen flesh


any suggestions would be awsome, and ideas for a new description would be cool.
rone_leah

01-14-08, 09:33 PM
Ok the only real problem I see is touch of ashes DC is way to high. At lvl 20 for a mere 36k for cloak of charisma +6 the dc 46 would be too much for most dragons to save against. change it to character level + 2x cha and the save should be fine.
Omnirahk, half-Rahkshi

01-18-08, 07:48 PM
Also, most of these class abilities should be (Su), not (Ex). The exceptions are sprint, icy heart, and maybe depressing aura and crushing gaze. The others are definitely (Su). It definitely sounds like the Ashen Wanderer was the victim of some planar influx with the Shadowfell/Dolurh/etc or close proximity by the curse of a blighter. If I'd use this class (or a similar concept), I'd definitely play a hexblade/ashen wanderer cursed due to the effect of a blighter (perhaps prenatally). He'd have druidic sympathies.
vierax

01-21-08, 03:30 PM
sorry i didnt respond, i was gone for a while and didn't have time.
Also, most of these class abilities should be (Su), not (Ex). The exceptions are sprint, icy heart, and maybe depressing aura and crushing gaze. The others are definitely (Su). It definitely sounds like the Ashen Wanderer was the victim of some planar influx with the Shadowfell/Dolurh/etc or close proximity by the curse of a blighter. If I'd use this class (or a similar concept), I'd definitely play a hexblade/ashen wanderer cursed due to the effect of a blighter (perhaps prenatally). He'd have druidic sympathies.
the reaon i made touch of ashes an (ex) ability is because if it were (su) or (sp) then not being able to controlle the effect would not be a very significant drawback when when all they have to do is carry an item that creats an antimagic field, but i see your point and willl fix it. i'll fix the other abilitys to.