Eternal Walker (3.5e Prestige Class)

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Christopher Gilt, a Human Eternal Walker

Eternal Walker[edit]

I could take you to places you could barely comprehend.
—Arcus Fara, Wood Elf Eternal Walker

Not all time walkers seek to travel, or even care how far they can jump through time. No, some time walkers find their their powers are a blessing, and seek to share the experience with other entities. These time walkers find that time is like a grand maze, and at the end of each corridor is a new event, a new puzzle to solve, or a new foe to fight, and they seek to introduce these possible timelines to their friends and companions. These time walkers are known as eternal walkers, and they hold it within their power to show others things that few others could ever see. Eternal walkers tend to be friendly people who enjoy a little bit of fun at even the strangest times, going wherever they choose to go, whenever they choose to go there.

Becoming an Eternal Walker[edit]

Eternal walkers are difficult opponents to handle upon the battlefield, leaping out at an enemy at the strangest times, and seeming to make people miss a few seconds of their life with barely a thought. Eternal walkers are often enclined to make friends quickly, and show them the wonders that they have seen. Coincidentally, people who want to see how many different things exist out there and who wish to experience as broad a range of experiences before they die are drawn toward eternal walkers.

Entry Requirements
Base Attack Bonus: +5.
Feats: Great Fortitude or Iron Will.
Skills: Heal 10 ranks, Knowledge (history) 10 ranks, Jump 10 ranks.
Table: The Eternal Walker

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maximum
Accompaniment
Fort Ref Will
1st +0 +2 +0 +2 Jump Augment 1 person
2nd +1 +3 +0 +3 Temporal Strike +1 1 person
3rd +2 +3 +1 +3 Delay 2 people
4th +3 +4 +1 +4 Jump Augment, Temporal Strike +2 2 people
5th +3 +4 +1 +4 Delay Strike 3 people
6th +4 +5 +2 +5 Temporal Strike +3 3 people
7th +5 +5 +2 +5 Jump Augment 4 people
8th +6/+1 +6 +2 +6 Temporal Strike +4 4 people
9th +6/+1 +6 +3 +6 Moment Stop 5 people
10th +7/+2 +7 +3 +7 Jump Augment, Temporal Strike +5, Time Jump (Superior) (Ex) 5 people

Class Skills (6 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Table: The Epic Eternal Walker

Hit Die: d8

Level Maximum
Accompaniment
Special
11st 6 people
12nd 6 people Temporal Strike +6
13rd 7 people Bonus Feat
14th 7 people Temporal Strike +7
15th 8 people
16th 8 people Bonus Feat, Temporal Strike +8
17th 9 people
18th 9 people Temporal Strike +9
19th 10 people Bonus Feat
20th 10 people Temporal Strike +10

6 + Int modifier skill points per level.

Class Features[edit]

All of the following are class features of the eternal walker.

Accompany (Ex): An eternal walker is someone who has the ability to tear the flow of time assunder, and pull others along with him whenever he jumps. At 1st level, an eternal walker can bring along a number of people with him whenever he jumps, as shown on Table: The Eternal Walker.

In order for a person to accompany an eternal walker this way, they must first be willing to accompany him and within 100 feet of him; the eternal walker selects who accompanies him and who doesn't. A person who accompanies the eternal walker takes only what he is carrying, no living matter, and nothing that would put them over a medium load. When the eternal walker jumps, anyone accompanying him must make the same saving throws required of the eternal walker, though, if they fail either one, as long as the eternal walker succeeds on that save, they still go through, but are knocked unconscious for 24 hours, or until someone succeeds a DC 18 heal check to bring them around. If the eternal walker fails one of his saving throws, then all who would be accompanying him are affected the same way he is, even if they succeeded their saves. At the end of the jump, the eternal walker can alter the location of anyone who accompanied him freely, as long as all who accompanied him remain within 100 feet of his location.

A person who has accompanied the eternal walker in this way cannot go within 100 ft. of an alternate version of themselves without both verisons immediately becoming fatigued and taking 4d8 points of Con and Str damage, to a minimum of 1, lasting until there is at least 100 ft. between the two versions of the person. A person accompaning an eternal walker this way is otherwise subject to the same limitations and allowances a level 1 time walker is subject to.

Jump Augment: An eternal walker is someone who has the ability to play with the fabric of time, and does so readily. Though, after a time, an eternal walker learns to twist this fabric more to his advantage. At first level and every three levels thereafter (4th, 7th, and 10th) the eternal walker gains a jump augment from the following list.

Ease of Passage (Ex): An eternal walker with this jump augment has learned to attune his bodies to the stresses of travelling through time, and can make the passage almost easy to bear. An eternal walker with this jump augment gets a +5 bonus to any Fortitude save made when using his time jump class feature. Additionally, all who accompany him on a jump are not required to make a Fortitude save when the jump is made.

Ease of Thought (Ex): An eternal walker with this jump augment has learned to hone his mind, allowing him to comprehend his confusing path through the flow of time with greater ease. An eternal walker with this jump augment gets a +5 bonus to any Will save made when using his time jump class feature. Additionally, all who accompany him on a jump are not required to make a Will save when the jump is made.

Quantum Jump (Ex): Some eternal walkers eventually learn to twist the fabric of time to such a degree that they can hurl themselves through space as well as time. An eternal walker with this jump augment can, at the end of a jump, move their body to any location within 1,000 feet +100 feet per eternal walker level of his original location, and then finalize the jump. Additionally, anyone who accompanied him on the jump are teleported the same distance, and in the same direction, the eternal walker may still rearrange their locations freely, as long as all who accompanied him remain within 100 feet of his location.

Shockwave Jump (Ex): An eternal walker is someone who tears open the fabric of eternity, and manipulates the free threads. Though, some eternal walkers can use these tears that they create to cause great temporal devastation in the world they exist in. Whenever an eternal walker with this jump augment jumps, he can choose to make every creature or object within 100 feet of him at the point in time that he began the jump, or within 100 feet of him at the point in time that he ended it, take 1d6 points of untyped damage per eternal walker level, Fortitude for half damage (DC 10 + half the eternal walker's HD + the eternal walker's Con modifier). The eternal walker and any who accompanied him on the jump are not subject to this damage. This jump augment can be taken multiple times, each time it's taken, the size of the damage die that this jump augment deals increases by one step (from d6 to d8, from d8 to d10, etc.), to a maximum size of d12.

Soft Jump (Ex): Creatures heal with the passage of time. Though, when you find yourself jumping to another point in time instantly, you tend to miss out on it's passage. An eternal walker who manages to realize this soon discovers that, by manipulating the threads of time, they can actually heal wounds and ease suffering. Whenever an eternal walker with this jump augment jumps, he can choose to heal himself and every being who accompanied him on the jump by a number of hit points equal to his eternal walker level × his Wis modifier. The eternal walker can also heal ability damage or drain in a paticular being accompanying him on the jump while using this jump augment. The eternal walker does so by exchanging 5 points of hit point healing for 1 point of ability damage or drain healing.

Swift Jump (Ex): Moving through time is a paradoxial thing, since it technically takes no time at all, yet is still percievable. An eternal walker who realizes this may also realize that, to him, the passage of a moment is an irreliavant thing. An eternal walker with this jump augment gains the ability to make a jump as a free action. Additionally, after making or attempting a jump, an eternal walker must only wait half as long as normal before he can attempt another jump.

Temporal Strike: An eternal walker is a powerful force upon the battlefield. This ability functions exactly like the time walker ability of the same name. The distortion bonus increases by +1 every other level (2nd, 4th, 6th, 8th, and 10th). If an eternal walker gets a temporal strike bonus from another source the bonuses on damage stack.

Delay: After travelling through years worth of time, an eternal walker finds that it's easy to send someone through a couple of seconds worth of it. At 3rd level an eternal walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt, instead, the target of the attack drops one place in order of initiative.

Delay Strike: An eternal walker eventually learns to manipulate the strands of time in such a way as to make a the effects of a paticular strike be flung forward in time. At fifth level, whenever an eternal walker makes an attack, he may choose to designate a paticular number of rounds (from 1 to 14,400). If the eternal walker does so, then the target of the attack does not feel the attack and all resultant effects of that attack (damage or status effects from a magic weapon) do not occur, instead occuring after a number of rounds equal to what the eternal walker designated at the beginning of the attack have passed.

Moment Stop: Motion through space, for an eternal walker, is exceedingly simply when compared to motion through time. At 9th level an eternal walker gains the ability to take one 5 ft. free step as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round. If this ability is used after an opponent has moved to a square where they threaten the eternal walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability can only be used once every 1d4 rounds.

Time Jump (Ex): At tenth level the Eternal Walker gains the ability to use his Time Jump ability to jump over an amount of time not previously allowed. This is always one superior to the highest version the Eternal Walker possesses. For example, this will be measured in years for an Eternal Walker whose greatest time jump is months. This logic extends to the Century version, now allowing the Eternal Walker to jump Milennia. The DC for Time Jump: Milennia is (40+the number of milennia being travelled), and as usual, the Eternal Walker cannot be more specific than milennia should they use that version. In the unlikely event the Walker possesses no form of Time Jump, this ability grants the Hour and Day variants.

The epic eternal walker gains a bonus feat (selected from the list of epic eternal walker feats) every 3 levels after 10th.

Epic eternal walker Bonus Feat List: Blinding Speed, Epic Dodge, Epic Fortitude, Epic Will, Fast Healing, Great Constitution, Great Wisdom, Polyglot, Superior Initiative The eternal walker may choose a jump augment instead of a bonus feat.

Campaign Information[edit]

Playing an Eternal Walker[edit]

Combat: On the field of battle, an eternal walker has it within their power to turn the battle of it's head in an instant and strike down even the most formidable foes. They have the ability to practically stop lines of enemies in their tracks using temporal strike, while their delay strike ability can prevent a battle from ever happening.

Advancement: Eternal walkers tend to be attracted to several different paths, though, each and every one of them has it's roots in travel. Foe Example, a paticular eternal walker may become attracted to the horizon walker class after they've seen a thousand different lands. Another eternal walker may love reading the stories of the world, and be attracted to the stranger powers they hear of, taking levels in the wizard class and then loremaster.

Resources: While temporal dancers do not actually have an organizations in and of themselves, their very nature makes it easy for them to befriends any kind of person, and then possible gain access to any kind of organization, no matter how remote. An eternal walker may be quick to befriend talkative rangers or sociable fighters for this exact reason too.

Eternal Walkers in the World[edit]

Oh yeah, you should see this place one year from now, you wouldn't even recognize it.
—Rumok Nemir, Mountain Dwarf Eternal Walker

Wanderers, hosts, devastators, these are the usual roles for an eternal walker to fill. Consequently, it is not unusual to see an eternal walker surrounded by well connected people or in an odd place, such as the crater of a volcano, with a small group of friends, though the latter tends to be more common. Eternal walkers can be found anywhere in time, as long as there is a person to reveal the wonders of time to, a friend to make, or a foe to strike down.

NPC Reactions: The grand majority of the time, an eternal walker will be greeted as anyone else in this world would be greeted. Though, it is common for an eternal walker to befriend a stranger, and soon, after returning to the same location a few more times, they tend to be greeted with racuous yells of greeting and offers for wine and invitations to competitions.

Eternal Walker Lore[edit]

Characters with ranks in gather information can research eternal walkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
11 Eternal walkers tend to be very friendly.
16 Eternal walkers have seen thousands of incredible things during their lifetimes.
21 Eternal walkers actually have the ability to travel through time.
26 Characters who get this result can know the names and locations of specific eternal walkers and items related to them.

Eternal Walkers in the Game[edit]

Eternal walkers are rare individuals. Upon the field of battle, they seem to be everywhere at once, bouncing around from one place to the next, and slowing long strings of enemies with ease. On the other hand, in person, they are warm and friendly wanderers who can be found somewhere one second, and then be nowhere to be found for ages afterwards. Truly, eteranl walkers are rarities in this world

Adaptation: Eternal walkers can be customized for any game. A paticular eternal walker could be a wealthy dignatary who owns a mansion in a prominent city, and takes excursions to the beginning of time with a few friends. On the other hand, it could be that an eternal walker is a well known trader who brings beautiful types of fabric that have been lost for ages to market. Then, there could be a few eternal walkers who live simply for destruction, and tear into other times, bringing with them horrid monstroucities that quickly decimate anything and everything that they see.

Sample Encounter: Orin Maske grew up in a cold world, always shunned out into the freezing darkness of the night, always powerless as he saw atrocities acted upon those closest to him, always wishing death upon the evil people of the world, but never getting his wish. Until that is, the day he turned 13 he realized that he had a strange power, the ability to go back in time at will. The possibilities rushed through his mind, and so he trained himself, learning to affect time's passage in more and more exotic ways, until he found that he could actually rip the flow of time to a degree that others may be able to travel with him whenever he made a jump. When he realized this ability he had, he immediately wanted to show it to someone, and went to a friend he had made many years before. Orin asked him if he wanted to go away, to travel to places far away from the place where they lived. Naturally, the boy said yes, and they left, going from city to city, time to time, living through many good times and many terrible times, sometimes coming within an inch of death, other times staying in the same place for an entire year. As they travelled this way for a long time, collecting new people who wished to travel with them as they went, and even falling in love. Needless to say, Orin's life was never as horrid as it had been before, ever again.

EL 14:

Orin Maske (Timeline 4)

CR 14

Male Human Time Walker 4, Eternal Walker 10
LN Medium Humanoid (Human)
Init/Senses +6/Listen +22, Spot +22
Languages Common, Elven, Terran
AC 21, touch 12, flat-footed 19
(+9 armor, +2 Dex)
hp 164 (14 HD)
Fort/Ref/Will +20/+6/+18
Speed 30 ft. (6 squares)
Melee +5 Keen Frost Adamantine Falchion +15/+10 melee (2d4+5/15–20)
Base Atk/Grp +10/+10
Atk Options Temporal Strike +7, Delay, Delay Strike
Special Actions Time Jump (hours or days), Moment Stop
Abilities Str 10, Dex 15, Con 25, Int 14, Wis 20, Cha 10
SQ Accompany (5 people), Paradox of Time, Quantum Jump, Shockwave Jump, Soft Jump, Swift Jump, Time Sickness
Feats Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will
Skills Diplomacy +17, Heal +17, Intimidate +13, Knowledge (History) +19, Listen +22, Sense Motive +22, Spot +22, Survival +15
Possessions +5 Keen Frost Adamantine Falchion, +4 Ghost Touch Mithral Breastplate, Amulet of Health +6




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