Realmwalker

The limitless dimensions encircling the prime material plane can be a dangerous place: from shifting valleys of fire to towering mountains of ice, armies of devils and demons, hosts of angels, and a vast cosmology of varied demiplanes.  In all of this, anything is possible, and frequently great beings touch the bloodlines of mortal visitors or infringe upon the physical world itself.  Over time, their progeny are diluted amongst the various races, until only the merest hint of their power remains.  Sometimes, however, this strength, and the powers of other great creatures, meet up a hundred generations removed, the right mix of different bloods raising something special from the otherwise base material.  These creatures are the Realmwalkers: beings of unusual power arising from seemingly ordinary parentage. This resurgence of energy girds the 'Walker, creating a being that is simply better than its parent stock.  Its natural gifts are augmented by magical abilities and an instinctive knowledge of combat.  Ultimately, the Realmwalker feels itself drawn away from its home, to wander the world, perhaps in search of others of its own kind, or maybe even to find some hint of the mighty scions responsible--so many millennia ago--for setting into motion the events that led to their birth.

Adventures: The Realmwalker adventures to find out who they are, why they exist, where they came from, and where they should go. To them, the answer is all-important, because it will determine everything about who they are and what they should become. Of course, the amassing of wealth, aiding of the innocent, or collecting of personal power are worthy distractions along the road to the truth, but in the end, distractions is all they are.

Characteristics: Most Realmwalkers cannot help but exude a sense of superiority over the other races, who must struggle and reach to grasp the same sorts of powers that come so readily to they of mixed blood. While they can be as understanding and charitable as a saint, of course, their behavior is almost always driven by this subconscious belief that they are better than everyone around them. While there are exceptions, they are rare.

Background: Most communities will never know a Realmwalker is growing up amongst them, save for seeing this child who is both skilled and capable. It is not until they begin adventuring and exploring their bizarre heritage that the more physical aspects of their power (such as the Ever-Watchful Eye) manifest themselves. Thus, it is not unusual for a Realmwalker to lead a perfectly normal life, enjoying their superhuman abilities until they feel the call of their blood to strike out and discover where they came from, why they exist, and what they can do with these strange powers.

Role: A Realmwalker can fill most rolls in a pinch. They are good back-up combatants, especially when they focus on perfecting the use of a single weapon and aided by their spell-like abilities. When they begin to gain their Void and Plenum abilities, they can also serve as back-up artillery in a pinch. A wide selection of skills and the Ever-watchful Eye enable them to work well undercover, and their lay on hands ability can help them in the role of back-up healer. A Realmwalker works best as the fifth man in a well-rounded four-man group, picking up slack wherever it occurs, even though they will never become as good as any of their companions at any one thing.

Abilities: Because of their diverse set of abilities, a Realmwalker is best served with a balanced set of scores. Their spell-like abilities are affected by their Charisma, while Intelligence and Wisdom control their Void and Plenum abilities. With their combat skills, a high Strength and Dexterity are advantageous. Constitution, for extra hit points, is always beneficial as well.

Hit Die: d8

 

Class Skills

The Realmwalker treats all skills as class skills.
Skill Ranks per Level: 4 + Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +2 +2 Bonus Feat, Skilled, Tolerance
2 +1 +3 +3 +3 Inheritance
3 +2 +3 +3 +3 Plenum
4 +3 +4 +4 +4 Void
5 +3 +4 +4 +4 Apotheosis
6 +4 +5 +5 +5 Bonus Feat, Ever-Watchful Eye
7 +5 +5 +5 +5 Improved Inheritance
8 +6 / +1 +6 +6 +6 Improved Plenum
9 +6 / +1 +6 +6 +6 Improved Void
10 +7 / +2 +7 +7 +7 Improved Apotheosis
11 +8 / +3 +7 +7 +7 Bonus Feat, Sustenance
12 +9 / +4 +8 +8 +8 Greater Inheritance
13 +9 / +4 +8 +8 +8 Greater Plenum
14 +10 / +5 +9 +9 +9 Greater Void
15 +11 / +6 / +1 +9 +9 +9 Greater Apotheosis
16 +12 / +7 / +2 +10 +10 +10 Bonus Feat, Inviolate
17 +12 / +7 / +2 +10 +10 +10 True Inheritance
18 +13 / +8 / +3 +11 +11 +11 True Plenum
19 +14 / +9 / +4 +11 +11 +11 True Void
20 +15 / +10 / +5 +12 +12 +12 True Apotheosis

Class Features

The following are the class features of the Realmwalker.

Weapon and Armor Proficiencies: Realmwalkers are proficient with all simple weapons and may select three martial weapons to be proficient with as well.  They are also proficient with all types of armor, as well as with all shields, except tower shields.

Bonus Feat: At 1st level, Realmwalkers gain a bonus feat of their choosing.  They gain an additional bonus feat every 5 levels afterwards (6th, 11th, etc.).

Skilled (Ex): At 1st level, a Realmwalker gains a pool of points equal to their Realmwalker level + Int modifier.  Whenever making a skill check, they can add any number of points from this pool up to 1/2 their Realmwalker level (minimum 1) to their roll.  These points must be allocated before the check is rolled.  A skill check to which this ability has been applied does not automatically fail on a natural 1.

Tolerance (Su): At 1st level, a Realmwalker becomes attuned to the natural world.  They gain the benefit of the endure elements spell constantly.  The effect can be dispelled, but the Realmwalker can reactivate the ability as a free action.

Inheritance (Sp): At 2nd level, a Realmwalker gains a pool of points equal to half their Realmwalker level + Cha modifier.  By expending one point from this pool, they can trigger any of the following spells as spell-like abilities using their Realmwalker level as their caster level and their Cha modifier to determine DCs: comprehend languages, expeditious retreat, featherfall, jump, obscuring mist, and shield.

Plenum (Su): At 3rd level, a Realmwalker begins to breach the planar wall and siphon energy directly from the Positive Energy Plane.  One of their hands begins to glow with a supernatural light for a number of rounds per day equal to 8 + their Wisdom modifier, At each level after 3rd, a Realmwalker can maintain their Plenum for 2 additional rounds per day.  A Realmwalker can activate their Plenum as a standard action.  This light is warm and comforting, acting in all ways like a light spell centered on the Realmwalker's hand.  While the light exists, the Realmwalker and all allies within 20' gain Fast Healing 1 and all allies within 40' gain a +1 morale bonus to all attack rolls and skill checks.  The energy does not have to be used all at once and the ability can be turned on or off as a free action that does not provoke an attack of opportunity.

Void (Su): At 4th level, a Realmwalker begins to breach the planar wall and siphon energy directly from the Negative Energy Plane.  One of their hands becomes shrouded in a supernatural darkness for a number of rounds per day equal to 10 + their Charisma modifier, At each level after 4th, a Realmwalker can maintain their Void for 2 additional rounds per day.  A Realmwalker can activate their Void ability as a standard action.  This darkness is cold and discomforting, acting in all ways like a darkness spell centered on the Realmwalker's hand, except that the darkness has no effect on the Realmwalker's ability to see; they treat it as if the light level had not been decreased.  While the darkness exists, enemies targeting the Realmwalker have a 20% miss chance from concealment (or higher, if the darkness lowers the light level enough) and all foes within 20' suffer a -2 penalty to all attack roles and skill checks.  They can overcome the penalties to attack rolls and skill checks with a successful Will save DC 10 + 1/2 your Realmwalker level + Cha modifier.  The energy does not have to be used all at once and the ability can be turned on or off as a free action that does not provoke an attack of opportunity.  Note: Activating the Void and Plenum abilities simultaneously cause the powers to cancel out, producing no effect.  They can only be used in conjunction with the Apotheosis ability detailed below.

Apotheosis (Su): At 5th level, a Realmwalker can bring the opposing forces of Void and Plenum together to create a chaotic maelstrom of pure destructive energy inside which the laws that govern creation begin to break down.  A Realmwalker can activate their Apotheosis ability as a standard action.  The energy can be projected as a ranged touch attack with the same range as a medium-range spell (100' + 10' feet/Realmwalker level).  The blast must be infused with with an equal number of "rounds" of both the Void and the Plenum abilities.  Any creature struck takes 1d6 points of damage per pair of rounds invested up to half their Realmwalker level.  This damage ignores object hardness, all types of damage reduction, all elemental resistances and immunities, and spell resistance.

Ever-Watchful Eye (Su): At 6th level, a Realmwalker’s left eye is replaced with a glowing manifestation of planar energy (of the Realmwalker's choice of color) which can be activated 2 times per day as a standard action that does not provoke an attack of opportunity.  Each time the Eye is activated, it can be used to simulate the effects of any one of the following spells: deathwatch, detect animals or plants, detect chaos, detect evil, detect good, detect law, detect magic, detect poison, detect undead, and read magic.  The Ever-Eatchful Eye can be activated an additional time per day for every 3 Realmwalker levels beyond 6th.  It can only replicate one of the spell effects per usage.  The spell is cast at a caster level equal to the Realmwalker level.

Improved Inheritance (Sp): At 7th level, a Realmwalker can spend 2 points from their Inheritance pool to trigger any of the following spells as spell-like abilities using their Realmwalker level as their caster level and their Cha modifier to determine DCs: mirror image, resist energy, see invisibility, and spider climb.

Improved Plenum (Su): At 8th level, the light from a Realmwalker's Plenum ability now functions as the daylight spell.  Additionally, allies within 30' gain Fast Healing 2 and allies within 60' gain a +2 morale bonus on all attack rolls and skill checks.

Improved Void (Su): At 9th level, the darkness from a Realmwalker's Void ability now functions as the deeper darkness spell, except that the darkness still has no effect on the Realmwalker's ability to see; they treat it as if the light level had not been decreased.  Additionally, foes targeting the Realmwalker suffer a 50% miss chance from concealment and all foes within 30' suffer a -3 penalty on all attack rolls and skill checks unless they succeed on their save.

Improved Apotheosis (Su): At 10th level, the fury of the Plenum/Void union grows by an order of magnitude.  A Realmwalker's Apotheosis now inflicts 2d6 points of damage per pair of rounds invested, though they can still only invest a number of rounds equal to half their Realmwalker level.

Sustenance (Su): At 11th level, a Realmwalker no longer requires food or water to live.  While they may continue to eat out of habit or because they enjoy culinary experiences, they are immune to the effects of thirst and starvation.

Greater Inheritance (Sp): At 12th level, a Realmwalker can spend 3 points from their Inheritance pool to trigger any of the following spells as spell-like abilities using their Realmwalker level as their caster level and their Cha modifier to determine DCs: blink, dispel magic, fly, true strike, and water breathing.

Greater Plenum (Su): At 13th level, the light from a Realmwalker's Plenum ability has its radius increased by 50%.  Additionall, allies within 45' gain Fast Healing 4 and allies within 90' gain a +3 morale bonus on all attack rolls and skill checks.

Greater Void (Su): At 14th level, the darkness from a Realmwalker's Void ability has its radius increased by 50%.  Additionally, once per round when a foe targeting the Realmwalker succeeds on their 50% miss chance, the Realmwalker can force the enemy to reroll.  This reroll must be declared before the damage from the attack is resolved.  All foes within 45' suffer a -4 penalty on all attack rolls and skill checks unless they succeed on their save.

Greater Apotheosis (Su): At 15th level, the fury of the combination of opposing forces stresses the physical and magical laws of reality to their breaking point, the planar fabric beginning to fray and tear.  A Realmwalker can select a number of targets equal to their Wisdom modifier when using their Apotheosis ability.  They may fire an energy blast at each target.  No individual can be targeted more than once per round by this ability and no individual energy blast can have more rounds invested than half their Realmwalker level.

Inviolate (Su): At 16th level, a Realmwalker no longer takes penalties to their ability scores for aging and cannot be magically aged.  Any such penalties that have already been taken, however, remain in place.  Additionally, the random component of their Maximum Age is maximized and then increased by 50%.  Their bonuses still accrue and they still die of old age when their time is up.

True Inheritance (Sp): At 17th level, the cost of a Realmwalker's Improved Inheritance and Greater Inheritance abilities are reduced by 1.  Additionally, a Realmwalker can spend 3 points from their Inheritance pool to trigger any of the following spells as spell-like abilities using their Realmwalker level as their caster level and their Cha modifier to determine DCs: dimension door, freedom of movement, planar adaptation, spell immunity, stoneskin, and tongues.

True Plenum (Su): At 18th level, the light from a Realmwalker's Plenum ability has its radius doubled.  This replaces (does not stack with) the increase in size from Greater Plenum.  Additionally, the Realmwalker can choose to grant all allies within 60' one of the following benefits:

  • Fast Healing 6
  • Regeneration 1
  • Immunity to Poison
  • Immunity to Disease
  • 50% resistance to Critical Hits
  • +4 morale bonus to Fort saves
  • Immunity to Fatigue and Exhaustion

All allies must gain the same benefit.  Finally, allies within 120' gain a +4 morale bonus on all attack rolls and skill checks.

True Void (Su): At 19th level, the darkness from a Realmwalker's Void ability has its radius doubled.  This replaces (does not stack with) the increase in size from Greater Void.   Additionally, once per round when the Realmwalker is struck by an attack from any physical source (including spells that require a Reflex save or touch/ranged touch attack), they can ignore all damage and effects of the attack.  All foes within 60' suffer a -5 penalty on all attack rolls and skill checks unless they succeed on their save.

True Apotheosis (Su): At 20th level, a Realmwalker's combining of Positive and Negative energy stabilizes, granting them access to daunting levels of planar energy.  Apotheosis can now target as many foes as the Realmwalker wishes.  Additionally, all targets of the attack suffer one of the following effects of the Realmwalker's choice; the Realmwalker can only choose one effect per use of Apotheosis and all targets are subject to the effect:

  • Combat Maneuver: Target subject to a Bull Rush, Disarm, Reposition, Sunder, or Trip.  The Realmwalker's CMB for this attack is equal to their Base Attack Bonus + # of pair of rounds invested in the Apotheosis + Int modifier.
  • Blindness and Deafness: Target is rendered blind and deaf for 1 hour.  On a successful Fortitude save DC 10 + 1/2 Realmwalker level + Int modifier, they are merely dazzled for 1d4 rounds.
  • Dispel: The target is subjected to a targeted dispel as if struck by a greater dispel magic using the Realmwalker's class level as the caster level.
  • Stun: Target is stunned for 1d6 rounds.  On a successful Fortitude save DC 10 + 1/2 Realmwalker level + Int modifier, they are merely shaken for 1d4 rounds.