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| Thegans08-06-07, 11:23 PM | Yes this is my first try at a prestige class or even a class for that matter. If you want you can review it, criticize it,send insults about it being a dumb idea, print it out and feed it to a pet, and or anything I might have left out from this list. Mortal Walker "I told you I wasn't a pit fiend. Now then can I leave this antimagic field. -- A pit fiend mortal walker. The outer planes are in an eternal war and the battle field is the prime material plane. Mortal Walker's are outsiders that specialize in aiding there side and/or hiding from the eternal war between the many outsider races. In addition some outsiders become mortal walkers to aid a mortal champion of there cause. Becoming a Mortal Walker Of the outsiders to take the path of a mortal walker celestials and fiends are the most common. Amoung the fiends yugoloth rarely become mortal walkers. Celestial mortal walkers are also slightly rarer then fiend mortal walkers but mroe common than chaotic and lawful mortal walkers. Of the chaotic outsiders sladdi become mortal walkers very rarely. The lawful modron never become mortal walkers but other lawful outsiders sometimes take up the path. Entry Requirements Race: Any Outsider Alignment - A mortal walkers alignment may be no more than one step away from its companions alignment on either the law/chaos axis or the good/evil axis. Thus a lawful evil outsider would need a lawful neutal, neutral evil, or lawful evil mortal companion. Skill- Knowledge(the planes) 8 ranks and knowledge(religion) 8 ranks. Special - Must have the aid of a mortal companion. The mortal companion must have an age catagory. Level [BAB [Fort [Ref [Will [Special 1 [ +0 [ +0 [+0 [+2 [Chosen Companion. Mortal form. Spirit Shard 2 [ +0 [+0 [+0 [+3 [Hide subtype. Channel experience. 3 [ +1 [+1 [+1 [+3 [ One of Mind. 4 [ +2 [ +1 [+1 [ +4 [ Transfer spell like ability. Share Spell or Skill 5 [ +2 [ +1 [+1 [ +4 [ Improved Spirit Shard 6 [+3 [ +2 [ +2 [ +5 [ Stabalize 7 [+3 [ +2 [ +2 [ +5 [ Give Traits 8 [+4 [+3 [ +3 [ +6 [ Join Companion 9 [+4 [+3 [ +3 [ +6 [ Shed subtype, Grant subtype 10 [ +5 [+3 [ +3 [ +7 [ Mortalization. Age Control. Perfect Spirit Shard. Call Shard. My life. Class Skills (2+ Int modifier per level): Same as racial skills Weapon and Armor Proficencies - A mortal walker upon taking its first level gains any weapon and armor proficencies its companion has at that time but gains no fugute weapon and armor proficencies. Chosen Companion - At first level a mortal walker must select a willing mortal with an age category as its companion. A mortal walker may only have one companion and can not change it. If the companion dies a mortal walker may gain no more levels until its companion is restored to life. Mortal Form - At first level a mortal walker gains the ability to assume a unique form or a twin form of the chosen companion. Genderless mortal walkers must chose a gender upon taking their first level. Mortal Walkers can change between its normal form and its racial form. The mortal form is always of the same age catagory as the chosen companion. A mortal walker gains all benifits and drawbacks from its age category. Note For Those That Might Need It- A twin form with a different gender results in a form as if the person had a twin of the opposite gender not a person that looks like a same gendered twin that just happens to have a different gender. Spirit Shard - A mortal walker and its companion each gain a special crystal. Mortal Walkers are always aware of the location of either crystal and can call them back at will. For up to five rounds per day pet level a mortal walker can add its magical energies into its spirit shard becoming the same type of creatue as its chosen companion even if it is its racial form. The mortal walker can not be forced back to its true form until all the rounds are used up at which point the spirit shard will released the stored up energies turning a mortal walker back into its true type. If a mortal walker is in an antimagic field at the time that its shard attemps to release the energy it has five rounds or 10 minutes per mortal walker level to escape the field. Otherwize the mortal walker is permanantly stuck in its mortal form. Hide Subtype Mortal Walkers can willingly hide its subtype and allignment. Channel Experience - After every encounter a mortal walker may give its companion up to 10% of its experience and/or vice versa One of Mind - A mortal walker and its companion can use there compined ranks for any intelleligence, wisdom, or charisma based skill check, plus the charisma modifier. A mortal walker must succeed on a DC 15 +2x Mortal Walker level +companions modifier will save or have there alligenment change to match there companions when attempting to use the skill ranks of its companion, the alignement can change back naturally. The companion must make the same save if it is making the skill check, subsituting its modifier for the mortal walkers. If the companion fails its alignement also switches. The mortal walker or its companion can choose to willingly fail the save. In addition the mortal walker and its companion can communicate telepathically with each other regardless of distance. Transfer Spell Like Ability - A Mortal Walker may lose a spell like ability to attempt to give it to its companion. The companion must make a Spellcraft check equal to DC 10 plus spell level to gain the ability. The companion may use the spell like ability as many times per day as the mortal walker could. A failed transfer means the spell like ability is lost. Lost spell like abilities are restored at the end of one week. Share Spell or Skill - Mortal Walkers can use any of there companions class skills that and can cast any spell its companion can cast. This takes up one use of the spell and one use of the class skill if the class skill can only be used a limited number of times per day. Improved Spirit Shard - Upon reaching fifth level a mortal walker is half way through creatings its perfect disquise. A mortal walker that adds its magical energy into its spirit shard can stay in its mortal form for up to 24 hours per day per mortal walker level but must rest for eight hours upon changing back. In addition it can stay in its from for an additional day per hour it adds to its eight hours of rest. A mortal walker can do nothing but rest for the required ammount of time. In addition a mortal walkers true form is considered a polymorph or related spell when inside an antimagic field. Stabalize - As an act of will a mortal walker can automatically stabalize a dying companion and vice versa. Give Traits - At the begining of each day a mortal walker can give its companion any of its racial traits that last for the 24 hours. A mortal walker can restore this at will at the begining of the day. If the mortal walker does not bestow the traits upon its companion it can not due so until the next mourning. In addition a mortal walker can remove the traits at will if necessary. Join Companion - A mortal walker seperated from its companion can teleport within 30 ft of its companion in a safe area (safe meaning not in the middle of a wall) with out flaw regardless of the plane either of them are on. Shed Subtype - At the begining of each day a mortal walker can chose to remove its subtype for 24 hours Grant Subtype - A mortal walker at the begining of each day can give its companion its subtype for 24 hours. Mortalization - When in the pressence of a working spirit shard a mortal walker and its companion are native outsiders at all other times they are mortal members of the companions species. Age Control - A mortal walker can at will decrease or increae its age category. Doing so also affects the companions age category. Intelligence, wisdom, and charisma bonuses due to age are retained and are not regained. Physical penalties are lost and regained as appropriate. A mortal walker and companion that are artificially aged due not gain any of the benefits from any age catagory if the companion never natually reached that age catagory. Perfect Spirit Shard - At tenth level a mortal walkers spirit shard becomes a magical item that holds the outsiders essence. A mortal walker must have its shard to use any of its outsider powers but retains the ability to always know the exact location of its shard. A slain mortal walkers souls retreats to its shard which temporarily merges with its companions shard until the mortal walker can be ressurected and vice versa for the companions soul if the mortal walker's companion is destroyed. In addition each shard contains a spiritual blueprint of the mortal walker and its companion that is a perfect replica of the mind and soul of the mortal walker that is created from a small piece of the mind and soul of the mortal walker and its companion. In the event that either soul is destroyed it's sentience retreats to the blueprint in its shard. Call Shard - As a free action a mortal walker or its companion can teleport a lost shard to its hand. My Life - In the event that both a mortal walker and companion are killed a mortal walker or it companion can take over a willing or mindless creature that touches the shard as through a magic jar spell with out a time limit until the mortal walker and/or its companion is restored. The creatures mind is returned to it once the effect ends. In addition a dead mortal walker can impose its mind on an uwilling creature of a dramatically opposed allignment. The creature must succeed in a will save equal to DC 10 plus the results of a concentration check made by the mortal walker. A creature possessed in this way has its sentience utterly destroyed but retains its memory and a copy of the mortal walkers sentience once the mortal walker leaves its body. The creature becomes the same allignment as the mortal walker once it regains its body. The concentration check is whatever the mortal walker roles plus any modifiers. |