vithgard777
4th July 2008, 06:29 AM
Planewalker
“No walls can hold me, no bars can entrap. Freedom is mine to behold, a jewel in the hand of the master.”
Prerequisite: Wizard Class
For you the world, and indeed, all worlds are one. You ride the currents which link the planes to reach regions others could only dream of. The promise of adventure is only tempered by the dangers faced, but the rewards are greater still. You are he who stands in the doorway to all. You are the Planewalker.
Planewalker Path Features
Path of Worlds (11th Level): A short stride is all that separates you from your destination. Once per encounter you may teleport up to ten squares in a straight line. This ability functions as the Teleportation action (See “Teleportation,” page 286). If that space is occupied, you land in the nearest unoccupied space.
Walker’s Gambit (11th level): When you spend an action point to take an extra action, you also may step through an enemy-occupied square up to four squares away, and land one unoccupied square away from that enemy. By doing so you add one-half of your level in damage dealt by any of your standard action attacks this turn.
Three-fold Path (16th level): When an enemy attacks your Reflex defense, the enemy takes Force damage equal to your Intelligence modifier (minimum 1).
Planewalker spells
Planar Wind Planewalker Attack 11
A fierce howling gust takes your enemies by surprise, sending him reeling back from the pain and from the force of the biting winds.
Encounter Arcane, Force
Standard Action Close: Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Special: You can only use this power when you are bloodied
Hit: 4d6 + Intelligence Modifier Planar damage and the target is knocked prone
Miss: Half damage and the enemy is knocked back one square
Crossroads Planewalker Utility 12
The force of your will causes surging winds to drive in from all corners. They seethe with elemental forces bringing hail, gouts of fire, and pounding rain as the planes attempt to find balance.
Daily Arcane, Zone
Standard Action Area: Burst 5 within 10 squares
Effect: The burst creates a zone of elements that lasts until the end of your next turn. Squares in the zone are difficult terrain and heavily obscured. As a move action you can move the zone up to 5 squares.
Sustain minor: The zone persists
Leap of Faith Planewalker Attack 20
To your enemies it seems you fade into nothingness. They soon realize their error as you appear within them, rending them from the inside in a burst of light, and leaping out just as quickly.
Daily Arcane, Force, Teleportation
Standard Action Ranged: 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier Radiant and Force damage. You also force the target into an adjacent square of your choice within 2 squares, and force them to be prone.
Miss: Half damage and the enemy is stunned
“No walls can hold me, no bars can entrap. Freedom is mine to behold, a jewel in the hand of the master.”
Prerequisite: Wizard Class
For you the world, and indeed, all worlds are one. You ride the currents which link the planes to reach regions others could only dream of. The promise of adventure is only tempered by the dangers faced, but the rewards are greater still. You are he who stands in the doorway to all. You are the Planewalker.
Planewalker Path Features
Path of Worlds (11th Level): A short stride is all that separates you from your destination. Once per encounter you may teleport up to ten squares in a straight line. This ability functions as the Teleportation action (See “Teleportation,” page 286). If that space is occupied, you land in the nearest unoccupied space.
Walker’s Gambit (11th level): When you spend an action point to take an extra action, you also may step through an enemy-occupied square up to four squares away, and land one unoccupied square away from that enemy. By doing so you add one-half of your level in damage dealt by any of your standard action attacks this turn.
Three-fold Path (16th level): When an enemy attacks your Reflex defense, the enemy takes Force damage equal to your Intelligence modifier (minimum 1).
Planewalker spells
Planar Wind Planewalker Attack 11
A fierce howling gust takes your enemies by surprise, sending him reeling back from the pain and from the force of the biting winds.
Encounter Arcane, Force
Standard Action Close: Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Special: You can only use this power when you are bloodied
Hit: 4d6 + Intelligence Modifier Planar damage and the target is knocked prone
Miss: Half damage and the enemy is knocked back one square
Crossroads Planewalker Utility 12
The force of your will causes surging winds to drive in from all corners. They seethe with elemental forces bringing hail, gouts of fire, and pounding rain as the planes attempt to find balance.
Daily Arcane, Zone
Standard Action Area: Burst 5 within 10 squares
Effect: The burst creates a zone of elements that lasts until the end of your next turn. Squares in the zone are difficult terrain and heavily obscured. As a move action you can move the zone up to 5 squares.
Sustain minor: The zone persists
Leap of Faith Planewalker Attack 20
To your enemies it seems you fade into nothingness. They soon realize their error as you appear within them, rending them from the inside in a burst of light, and leaping out just as quickly.
Daily Arcane, Force, Teleportation
Standard Action Ranged: 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier Radiant and Force damage. You also force the target into an adjacent square of your choice within 2 squares, and force them to be prone.
Miss: Half damage and the enemy is stunned