Requirements

Race: Tauren only.

Affiliation: Any.

Feats: Follower of the Totem*.

Spellcasting: Able to cast 2nd-level divine spells.

Spiritwalker

Description: Spiritwalkers have a powerful connection with tauren ancestral heritage. Capable of channeling ancient heroes, these champions of the spirit are valued in tauren society for the wisdom and history they carry within them. Tauren also fear the spiritwalker as a potent sign of the coming age; while many of this powerful race look upon the spiritwalker with some apprehension, the spiritwalkers still receive respect from their brethren.

Tauren ancestors dwell deep within the Emerald Dream (see Warcraft RPG, Chapter Five: The

Class Features

Table 2-7: The Spiritwalker (Spw)

r Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spell

1st

+0

+2

+0

+2

Ghost dance,

+1 level of divine

spirit companion

spellcasting class

2nd

+1

+3

+0

+3

Hero's spirit

. 3rd

+2

+3

+1

+3

Spirit of the kodo

+1 level of divine

spellcasting class

4th

+3

+4

+1

+4

Ethereal form

5th

+3

+4

+1

+4

Chant of ages

+1 level of divine spellcasting class

6th

+4

+5

+2

+5

War dance

7th

+5

+5

+2

+5

+1 level of divine spellcasting class

8th

+6

+6

+2

+6

Mass ethereal form

1 ?th

+6

+6

+3

+6

Dreamwalk

+1 level of divine spellcasting class

10th

+7

+7

+3

+7

Avatar of

the ancients the ancients spiritwalker learns the ghost dance at 1st level. By performing the ghost dance (a standard action), the spiritwalker gains his Wisdom bonus on attack and damage rolls against undead, demons and other known foes of the tauren's tribe. He can perform the ghost dance once per day for every 2 class levels.

Spirit Companion (Sp): The spiritwalker's soul shares a deep bond with the Emerald Dream. At 1st level, he can summon forth an animal spirit companion from the Emerald Dream. Summoning or dismissing the creature is a full-round action; the companion remains unless killed or dismissed.

This ability functions the same as the druid's animal companion class ability, except that the character's spiritwalker level is used where a druid level is required. Killing the spirit companion on the mortal plane sends it back to the Emerald Dream for ld6 days. Treat the spirit companion as a normal animal with the extraplanar subtype.

Hero's Spirit (Su): The spiritwalker channels the collective warrior soul of the tauren people. Upon reaching 2nd level, he can call upon this spirit for martial guidance. Once per day, he can gain a morale bonus equal to his class level on attack and damage rolls and on saving throws. The effects last for a number of rounds equal to his Wisdom bonus.

Class Skills

The spiritwalker's class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the Players Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: The spiritwalker is proficient with all simple weapons, with tauren halberds and tauren totems, with light and medium armor, and with shields.

Spells: Every alternating spiritwalker level (beginning at 1st), the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he formerly belonged to before he added the spiritwalker prestige class. He does not gain any of the other benefits of his former class. He simply adds his additional spellcasting level to the level of whatever other divine spellcaster class he has, and then determines spells per day and caster level accordingly.

Qhost Dance (Sp): The defense of the tauren people is one of the spiritwalker's tasks. The

Spirit of the Kodo (Su): The kodo is a powerful and symbolic animal; in tauren society, it is a sign of strength and endurance. At 3rd level, the spiritwalker can channel the spirit of the kodo to gain a +4 enhancement bonus to natural armor and a +2 enhancement bonus to Strength and Constitution. He can summon the spirit of the kodo once per day as a free action, and the spirit remains within him for a number of rounds equal to his new Constitution bonus.

Ethereal Form (Su): At 4th level, as a free action, the spiritwalker can step partially into the Dream, becoming immaterial for a short time. While the spiritwalker still occupies his place on the Material Plane, he is incorporeal. Only spells and magical weapons can harm him while he is incorporeal (see the Glossary in the Player s Handbook for the complete effects of incorporeality).

He can take on the ethereal form once per day for a number of rounds equal to his spiritwalker level. He can only affect the physical world with spellcasting while in ethereal form.

Chant of Ages (Su): Knowledge isn't lost, only hidden. At 5th level, by performing the chant of ages, the spiritwalker can call upon the knowledge of all the tauren who have passed on to the Emerald Dream. He can add his Wisdom bonus to any skill check he makes, as long as he is able to take 10 or 20.

War Dance (Sp): At 6th level, the spiritwalker's dance can incite others as well. The war dance invigorates any allies within 30 feet of him. His allies receive a +4 morale bonus on attack and damage rolls, and on saving throws. He must concentrate in order to perform the dance, and he may continue for as long as he wishes. Interrupting the dance does not dispel the effects, and the dance's energy lingers for a number of rounds equal to half the spiritwalker's level. This ritual does not affect the spiritwalker.

Mass Ethereal Form (Su): The spiritwalker can ethereally shift others at 8th level. He may make a number of allies equal to his spiritwalker level incorporeal along with himself. Affected allies are subject to the benefits and restrictions noted in the spiritwalker's ethereal form ability above.

Dreamwalk (Sp): At 9th level, the spiritwalker learns how to walk into the Emerald Dream, as the 1 Oth-level druid of the wild special ability (see Warcraft RPG, Chapter Two: Heroes, "Prestige Classes").

Avatar of the Ancients (Sp): Once per year, the 1 Oth-level spiritwalker may reach out to the Emerald Dream for aid from his tauren ancestors. The resulting aid comes as an ancient (see Manual of Monsters, Chapter One) with the aspect of War or Lore. This ancient has the extraplanar subtype and remains for 1 day. It will aid the spiritwalker to the best of its ability.

the direction of the wearer, provide the wearer with a degree of protection and operate on a Time Factor measured in rounds.

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