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| NightScreamer2003-15-08, 08:58 PM | WALKER OF THE REALMS http://www.wizards.com/dnd/images/lom_gallery/88128.jpg The druid sects across the world worship the ground they walk on, literally. However, what about those who do not wish to walk upon the ground? What about those who have a strange but unmistakably powerful attachment to that around it... that outside it... What about the druids that draw their powers from beyond the reach of the normal, what about those who walk in the Far Realms? Walker of the Realms Hit Die: d8 BAB Fort Ref Will Special 1. +0 +2 +0 +2 Alien Sense, Unbound 2. +1 +3 +0 +3 Unnatural Empathy, Fartouched Companion 3. +2 +3 +1 +3 Aberrant Shape 1/day 4. +3 +4 +1 +4 Slippery Mind, Aberrant Feat 5. +3 +4 +1 +4 Aberrant Shape 2/day 6. +4 +5 +2 +5 Morphic Body 7. +5 +5 +2 +5 Aberrant Shape 3/day 8. +6 +6 +2 +6 Fragmented Consciousness, Aberrant Feat 9. +6 +6 +3 +6 Aberrant Shape 4/day 10.+7 +7 +3 +7 Final Mutation Spells Per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1. 3 2 - - - - - - - - 2. 4 3 - - - - - - - - 3. 5 4 2 - - - - - - - 4. 6 5 3 - - - - - - - 5. 6 6 4 2 - - - - - - 6. 6 6 5 3 - - - - - - 7. 6 6 6 4 2 - - - - - 8. 6 6 6 5 3 - - - - - 9. 6 6 6 6 4 2 - - - - 10. 6 6 6 6 5 3 - - - - 11. 6 6 6 6 6 4 2 - - - 12. 6 6 6 6 6 5 3 - - - 13. 6 6 6 6 6 6 4 2 - - 14. 6 6 6 6 6 6 5 3 - - 15. 6 6 6 6 6 6 6 4 2 - 16. 6 6 6 6 6 6 6 5 3 - 17. 6 6 6 6 6 6 6 6 4 2 18. 6 6 6 6 6 6 6 6 5 3 19. 6 6 6 6 6 6 6 6 6 4 20. 6 6 6 6 6 6 6 6 6 5 Spells Known Per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1. 3 1 - - - - - - - - 2. 3 2 - - - - - - - - 3. 3 2 1 - - - - - - - 4. 4 3 1 - - - - - - - 5. 4 3 2 1 - - - - - - 6. 4 4 2 1 - - - - - - 7. 4 4 3 2 1 - - - - - 8. 4 4 3 2 1 - - - - - 9. 4 4 4 3 2 1 - - - - 10. 4 4 4 3 2 1 - - - - 11. 4 4 4 4 3 2 1 - - - 12. 4 4 4 4 3 2 1 - - - 13. 4 4 4 4 4 3 2 1 - - 14. 4 4 4 4 4 3 2 1 - - 15. 4 4 4 4 4 4 3 2 1 - 16. 4 4 4 4 4 4 3 2 1 - 17. 4 4 4 4 4 4 4 3 2 1 18. 4 4 4 4 4 4 4 3 2 1 19. 4 4 4 4 4 4 4 4 3 2 20. 4 4 4 4 4 4 4 4 3 2 Requirements To qualify to become an Walker of the Realms, a character must fulfill the following requirements. Alignment: Any Chaotic Base Fortitude Save: +4 Base Will Save: +4 Knowledge (the Planes) or (Dungeoneering): 4 Ranks Feats: Aberration Blood and at least one other Aberrant Feat Spells Ability to cast 3rd level Divine spells Special: Must have Wild Empathy as class feature Special: Creatures with the Aberration type need not have an Aberrant Feat to enter this class Class Skills The Walker of the Realms has the following class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis) Skill Points: 4 + Int Mod Class Features The following are class features of the Walker of the Realms prestige class. Weapon and Armor Proficiency: The Walker of the Realms gains no Weapon or Armor Proficiencies. Spellcasting: A Walker of the Far Realms spontaneously casts Divine spells for the list given at the end of this entry. A Walker of the Far Realms chooses a small certain number of 'Spells Known' each day while sleeping, by allowing their consciousness to traverse the Far Realms in search of knowledge. To determine exactly what spells per day, spells known per day, and caster level for their spells add the Walker's Class Level to his Druid Level. (Ex. A Druid10/Walker2 has access to 0 - 6th level Walker spells and casts them at 12th level). Unbound: By treading this path, the Walker tears the bind between him and the natural world. He loses access to his Animal Companion, Wild Empathy, Wild Shape, and to any Divine Spellcasting class he had prior to entering this Prestige Class. This does not prevent the Walker from taking additional Druid Levels between his Walker Levels or after he has fully completed this Prestige Class. In fact the Walker gains additional power from having a certain number of Druid Levels, as described below. Alien Sense (Ex): A Walker gains a +2 bonus on all Knowledge (Dungeoneering), Listen, and Spot checks. Unnatural Empathy (Ex): Developing his bond with the realms, the Walker becomes able to read the most trivial thoughts and emotions of Aberrations. This ability works as a Diplomacy check made to improve the attitude of a person, except it only works on Aberrations. The Walker rolls a d20 and adds half her Class level + half her Druid levels + Cha mod + 2 per Aberrant feat he has. Other than the above, this follows the normal rules for a Diplomacy check. If the Walker has ranks in Diplomacy he may roll that check normally. adding one-half his class level +2 per Aberrant feat he has, as an additional bonus to the check. He may choose to utilize whichever would produce the better result. In contrast, the Walker naturally attuned to such gruesome creatures, seems alien to regular beasts of the world. He takes a -4 penalty to all Charisma-based skill checks dealing with Animals or Magical Beasts. All Animals and Magical Beasts with an intelligence of 2 or less automatically have a starting Attitude towards the Walker of unfriendly. Fartouched Companion (Ex): The Walker requires a guide, or a guardian, in order to walk safely through the Far Realms. He gains a companion, such as a Druid's Animal Companion using the table below to determine the type of the creature that follows him. For this purpose add the Walker's Class Levels to his Druid level to determine the result. Bonus Natural Str/Dex Level HD Armor Adj. Adj. Special 1-8 +0 +0 +0 Link, Share Spells 9-10 +2 +2 +1 Evasion 11-12 +4 +4 +2 Devotion 13-14 +6 +6 +3 Multiattack 15-16 +8 +8 +4 17-18 +10 +10 +5 Improved Evasion 19-20 +12 +12 +6 Starting Companions Pseudonatural Dire Rat Pseudonatural Dog Eyeball, Beholderkin (MoF) Howler Wasp (MM4) Pseudonatural Hawk Mindshredder Larva (M3) Advanced Companions (Level -2) Pseudonatural Ape Pseudonatural Boar Choker Pseudonatural Dire Toad Lurking Strangler (M3) Skum 11th or Higher (Level -5) Grick Rune Hound (M3) Rust Monster Saltor, Illithidae (LoM) Spectator, Beholderkin (LoM) 14th of Higher (Level -8) Gauth, Beholder Harpoon Spider (M3) Kigrid, Illithidae (LoM) Mindshredder Warrior (M3) Will-o'-Wisp 17th or Higher (Level -11) Chuul Embrac, Illithidae (LoM) Seryulin (M3) Sussurrus (M3) Umber Hulk Zern Arcanavore Aberrant Shape (Su): As the Druid's normal Wild Shape, however the Walker can only form his body into Aberrations, Oozes, and Psuedonatural Animals or Vermin. He may use this ability a number of times per day as listed on the Table above. Aberrant Shape qualifies the Walker for requirements or prerequisites as if he had Wild Shape. This ability lasts for a number of Hours equal to the Walker's Class Level + Druid Levels. This ability draws some of its power from the Druid's inherent Wilding abilities. Depending on the number of Druid Levels he has before entering this prestige class he gains the following benefits to his Aberrant Shape. Druid Levels Benefit 1-5 Aberrant Shape +1/day (Small to Medium) 6-7 Aberrant Shape +1/day (Large) 8-9 Aberrant Shape +2/day (Huge) 10+ Aberrant Shape +2/day (Perfection) Aberrant Shape (Perfection): When the Walker gains this ability, he is able to draw out the pure prowess of the Far Realms. When assuming any Aberrant Shape the Walker gains all Special Attacks and Special Qualities of that form. Slippery Mind (Ex): The brain of a Walker traverses the Far Realms on a daily basis, making him more resistant to the effects of mental barrages by his opponents. Whenever a Walker fails a Will save, he make another save (at the same DC using the same bonus) on his next turn in order to end the effect, even if it is otherwise permanent. Furthermore, by expending a daily use of Aberrant Shape as an immediate action, the Walker may solidify his mind, making him immune to all mind-affecting spells and effects for 1 round. Aberrant Feat: At 4th and 8th level, the Walker gains a bonus Aberrant Feat for which he meets the prerequisites. Morphic Body (Ex): The body of the Walker, by transforming into such alien creatures, morphs his own anatomy permanently. He gains the Light Fortification ability, allowing him to ignore critical hits and sneak attacks 25% of the time. Additionally, by expending an additionl use of his Aberrant Shape when taking a form, the Walker can enhance himself. While he holds this Aberrant Shape he gains all Extraordinary Special Qualities of the form as well as its Extraordinary Special Attacks. Fragmented Consciousness (Ex): The mind of the Walker, while traveling the outer regions of the Far Realms, is constantly splintered and reconfigured during its trips. Although this doesn't seemingly effect the Walker, it can have an adverse effect on his enemies. Whenever an opponent subjects the Walker to a mind-affecting spell or effect, they must make a Will save (DC 10 + Class Level + Cha mod) or be confused as the spell for 1 round per 2 Class levels. Furthermore, by expending two daily uses of his Aberrant Shape ability, the Walker can completely shatter his consciousness into thousands of pieces. The Walker can take the form of any Swarm that consists of Aberrations, Oozes, or Psuedonatural Animals or Vermin, as long as the Swarm's Hit Dice do not exceed his own. He gains all extraordinary special attacks and qualities of his Swarm forms. Final Mutation (Ex): The mind and body of the Walker don't seem to be one being anymore. His mind has created a sort of portal between himself and the Far Realms. Although he retains his natural form, the Walker's type changes to Outsider and he gains the Native subtype. Alternatively, when utilizing his Aberrant Shape ability, he may expend an additional use of this ability for become something far far more grotesque than usual. He may take the form of any Far-Spawn Animal or Vermin, gaining all Extraordinary, Supernatural, and Spell-Like Attacks and Qualities of his new form. However this form only lasts for 1 minute per Hit Die instead of 1 hour per Hit Die. Walker Spell List* 0: As Druid 1st: Cause Fear, Charm Person, Detect Snares or Pits, Grease, Jump, Longstrider, Obscuring Mist, Produce Flame, Summon Unearthly Ally I, True Strike 2nd: Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Darkvision, Delay Poison, Detect Thoughts, Heat Metal, Resist Energy, Spider Climb, Summon Unearthly Ally II, Summon Swarm, Touch of Idiocy, Warp Wood 3rd: Contagion, Daylight, Greater Magic Fang, Nondetection, Poison, Protection from Energy, Slow, Stinking Cloud, Summon Unearthly Ally III, Water Breathing 4th: Blight, Charm Monster, Confusion, Dimension Door, Dispel Magic, Evard's Black Tentacles, Fear, Flame Strike, Freedom of Movement, Giant Vermin, Polymorph, Rusting Grasp, Summon Unearthly Ally IV 5th: Atonement, Baleful Polymorph, Dominate Person, Insect Plague, Mind Fog, Rary's Telepathic Bond, Summon Unearthly Ally V, Telekinesis, Wall of Fire 6th: Antimagic Field, Bear's Endurance (Mass), Bull's Strength (Mass), Cat's Grace (Mass), Disintegrate, Eyebite, Greater Dispel Magic, Repulsion, Summon Unearthly Ally VI 7th: Creeping Doom, Fire Storm, Insanity, Plane Shift, Reverse Gravity, Spell Turning, Summon Unearthly Ally VII, True Seeing 8th: Earthquake, Mind Blank, Finger of Death, Summon Unearthly Ally VIII, Whirlwind, Word of Recall 9th: Dominate Monster, Shapechange, Summon Unearthly Ally IX, Storm of Vengeance Spell Compendium Add-Ons 1st: Babau Slime, Beast Claws, Blood Wind, Claws of the Bear, Ebon Eyes, Ectoplasmic Armor, Horrible Taste, Ironguts, Ray of Clumsiness, Spirit Worm, Wall of Smoke 2nd: Blinding Spittle, Chain of Eyes, Cloud of Bewilderment, Decomposition, Ectoplasmic Feedback, Extend Tentacles, Fearsome Grapple, Fuse Arms, Inky Cloud, Malevolent Miasma, Ray of Stupidity, Razorfangs, Scintillating Scales, Sting Ray, Tiger's Tooth 3rd: Acid Breath, Amorphous Form, Conatgious Fog, Girallon's Blessing, Hamatula Barbs, Infestation of Maggots, Jagged Tooth, Lion's Charge, Mesmerizing Glare, Mind Poison, Nauseating Breath, Quillfire, Spiderskin, Snakebite, Thornskin, Vipergout 4th: Contagious Touch, Corporeal Instability, Languor, Sharptooth, Wood Rot 5th: Acid Sheath, Contagion (Mass), Death Throes, Dire Hunger, Graymantle, Gutsnake, Miasma of Entropy, Poison Thorns, Viscid Glob, Vitrolic Sphere, Wall of Limbs, Xorn Movement 6th: Aura of Terror, Blood Sirocco, Fleshshiver, Hungry Gizzard, Imperious Glare, Miasma, Ooze Puppet, Probe Thoughts 7th: Arrow of Bone, Avasculate, Evil Glare, Hiss of Sleep, Swamp Lung 8th: Avacular Mass, Flensing, Maddening Whispers 9th: Cast in Stone, Magic Miasma, Reality Maelstrom Player's Handbook 2 Add-Ons 1st: Blade of Blood 2nd: Kelgore's Grave Mist, Vertigo, Whelming Blast 3rd: Dimension Step, Evard's Menacing Tentacles 4th: Bleakness, Doom Scarabs, Mass Whelm 5th: Mana Flux, Toxic Weapon 6th: Chasing Perfection, Overwhelm 7th: Pulse of Hate 8th: Plague 9th: Detonate Complete Mage Add-Ons 1st: Death's Call, Reaving Aura, Resinous Tar 2nd: Incendiary Slime 3rd: Bothersome Babble, Caustic Smoke, Prickling Torment 4th: Caustic Mire, Finger of Agony, Horrid Sickness, Touch of Years 5th: Dimension Jumper, Flaying Tendrils 6th: Endless Slumber, Prismatic Aura 7th: Choking Cobwebs, Necrotic Curse 8th: Dreaded Form of the Eye Tyrant, Mysterious Redirection 9th: Greater Dimension Jumper, Prismatic Deluge Summon Unearthly Ally I - IX Conjuration (Summoning) Level: Walker1-9 Components: V,S,DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No 1st Level Pseudonatural Badger Pseudonatural Dire Rat Pseudonatural Dog Eyeball, Beholderkin (MoF) Howler Wasp (MM4) Pseudonatural Monkey Pseudonatural Monstrous Centipede, Medium Pseudonatural Monstrous Scorpion, Small Pseudonatural Monstrous Spider, Small Neogi Spawn (LoM) Pseudonatural Owl 2nd Level Pseudonatural Giant Bee Pseudonatural Giant Bombardier Beetle Pseudonatural Eagle Mindshredder Larva (M3) Pseudonatural Squid Pseudonatural Monstrous Centipede, Large Pseudonatural Monstrous Scorpion, Medium Pseudonatural Monstrous Spider, Medium Pseudonatural Wolf 3rd Level Adult Neogi (LoM) Pseudonatural Ape Pseudonatural Black Bear Pseudonatural Boar Choker Pseudonatural Crocodile Grell (LoM) Grick Pseudonatural Hippogriff Lurking Strangler (M3) Pseudonatural Monstrous Centipede, Huge Saltor, Illithidae (LoM) Skum 4th Level Carrion Crawler Pseudonatural Dire Wolf Ethereal Filcher Ettercap Gelatinous Cube, Ooze Pseudonatural Giant Eagle Pseudonatural Giant Owl Pseudonatural Lion Lurker (Udrk) Pseudonatural Monstrous Spider, Large Rune Hound (M3) Rust Monster Pseudonatural Shark, Large Tsochar (LoM) 5th Level Pseudonatural Brown Bear Cloaker Dwarf Neogi (LoM) Pseudonatural Giant Crocodile Pseudonatural Giant Stag Beetle Gray Ooze Pseudonatural Griffon Harpoon Spider (M3) Mindshredder Warrior (M3) Pseudonatural Monstrous Scorpion, Large Kigrid, Illithidae (LoM) Otyugh Pseudonatural Shark, Huge Spectator, Beholderkin (LoM) Pseudonatural Tiger Vivisector (MM5) 6th Level Achaierai Pseudonatural Dire Lion Gauth, Beholder Gibbering Mouther Grand Old Master, Neogi (LoM) Ineffable Horror (Udrk) Pseudonatural Megaraptor (Dinosaur) Pseudonatural Monstrous Centipede, Gargantuan Pseudonatural Monstrous Spider, Huge Ochre Jelly, Ooze Pseudonatural Orca Whale Psurlon, Average (LoM) Quaraphon (M3) Rot Reaver (M3) Snowflake Ooze (M3) Will-o'-Wisp 7th Level Pseudonatural Baleen Whale Chaos Beast Chuul Cildabrain (LoM) Pseudonatural Elephant Embrac, Illithidae (LoM) Pseudonatural Giant Octopus Pseudonatural Megaraptor Pseudonatural Monstrous Scorpion, Huge Phasm 8th Level Aboleth Athach Black Pudding, Ooze Pseudonatural Cachalot Whale Destrachan Pseudonatural Dire Bear Pseudonatural Dire Tiger Director, Beholderkin (LoM) Pseudonatural Giant Squid Hound of Gloom (LoM) Lodestone Marauder (MM4) Mageripper Swarm (MM4) Mind Flayer Mindshredder Zenthal (M3) Pseudonatural Monstrous Centipede, Colossal Pseudonatural Monstrous Spider, Gargantuan Otyugh, Lifeleech (M3) Psurlon, Elder (LoM) Shadow Flayer (MM5) Seryulin (M3) Sussurus (M3) Umber Hulk Zern Arcanavore 9th Level Balhannoth (MM4) Beholder Deathkiss, Beholderkin (MoF) Delver Pseudonatural Dire Shark Gouger, Beholderkin (MoF) Harpoon Spider, Dread Mind Flayer, Ulitharid (LoM) Pseudonatural Monstrous Scorpion, Gargantuan Pseudonatural Monstrous Spider, Colossal Prismatic Roper (M3) Psurlon, Giant (LoM) Pseudonatural Roc Shrieking Terror, Five-Headed (M3) M5 - Monster Manual 5 M4 - Monster Manual 4 M3 - Monster Manual 3 LoM - Lords of Madness Udrk - Underdark Author's Notes: I spent over two hours building this to perfection... although without my own ability to acid test it my idea may have gone sour =( |