Walker in the Realms [Druids of another Mother] [Archive] - Wizards Community

Post/Author/DateTimePost
NightScreamer20

03-15-08, 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 =(