Time Walker, 2nd Variant (3.5e Class)

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Archemedias Titan, an Elven Time Walker

Time Walker[edit]

Time walkers are a type of people who have been born with the unexplainable capability to envelop themselves in utter non-existence and actually exist 'outside' of time. While in this state, they still exist in time, and they're still swept along in its current, but they have the power to see and understand its impossible rhythm to the degree that they can actual reach out and twist it to their fancy. Upon the field of battle, a time walker is a seemingly unkillable foe that can slip away and recover from nearly any attack, no matter how inexplicable it may be.

Making a Time Walker[edit]

Time Walkers manipulate time to their advantage. They jump forward and backward in time with their Time Jump ability, and even become one with time as they so please. They can move faster, hit harder and brush away injuries as if they never existed. Nothing is out of reach for them and they go as they please because, well, they can always get back.

Abilities: To a time walker, Wisdom and Constitution are the two most important ability scores, considering that they need Wisdom to make the most of the majority of their class features, and they need Constituion to get as many hit points as possible. Next, in order of importance to a time walker, come Dexterity and Strength, so that they can increase both their AC and their bonus to attack rolls. Lastly, in order of importance to a time walker, come Intelligence and Charisma, though, both can be found useful in a given situation.


Races: Any

Alignment: Any

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: Complex, As wizard.

Table: The Time Walker

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Speed Bonus
Fort Ref Will
1st +0 +0 +0 +2 Time Jump (Hours) (Ex), Paradox of Time (Ex), Flow of Time (Ex) +0 ft.
2nd +1 +0 +0 +3 Temporal Strike +1 +0 ft.
3rd +2 +1 +1 +3 Fast Healing 1 +10 ft.
4th +3 +1 +1 +4 Temporal Strike +2 +10 ft.
5th +3 +1 +1 +4 Delay +10 ft.
6th +4 +2 +2 +5 Fast Healing 2, Temporal Strike +3 +20 ft.
7th +5 +2 +2 +5 Annul (Ex), Time Jump (Days) (Ex) +20 ft.
8th +6/+1 +2 +2 +6 Temporal Strike +4 +20 ft.
9th +6/+1 +3 +3 +6 Fast Healing 3 +30 ft.
10th +7/+2 +3 +3 +7 Greater Flow of Time (Ex), A Second Dimension of Time (Ex), Temporal Strike +5 +30 ft.
11th +8/+3 +3 +3 +7 Fearless, Greater Delay +30 ft.
12th +9/+4 +4 +4 +8 Fast Healing 4, Temporal Strike +6 +40 ft.
13th +9/+4 +4 +4 +8 Renewal (Ex) +40 ft.
14th +10/+5 +4 +4 +9 Time Jump (Months) (Ex), Temporal Strike +7 +40 ft.
15th +11/+6/+1 +5 +5 +9 Fast Healing 5 +50 ft.
16th +12/+7/+2 +5 +5 +10 Temporal Strike +8 +50 ft.
17th +12/+7/+2 +5 +5 +10 Foresight (Ex) +50 ft.
18th +13/+8/+3 +6 +6 +11 Fast Healing 6, Temporal Strike +9 +60 ft.
19th +14/+9/+4 +6 +6 +11 Dichotomy (Ex) +60 ft.
20th +15/+10/+5 +6 +6 +12 Time Jump (Years) (Ex), Ideal Flow of Time (Ex), Temporal Strike +10 +60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

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

Weapon and Armor Proficiency: A time walker is proficient with all simple and martial weapons and with light and medium armor and shields, but not tower shields.

Flow of Time (Ex): A time walker is a time walker for one reason alone, and that reason is the fact that he can encase himself in non-existence, and move through time in a way that others cannot even comprehend, almost becoming one with the flow of time itself. A time walker can become one with the flow of time a number of times per day equal to half his total HD + 2. While using the flow of time ability, a time walker temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and gains the ability to re-roll a single d20 roll per round. This re-roll can be made on any roll that the time walker makes, whether or not it's on his turn or not, though, only a single re-roll can be attempted per round. This re-roll must be declared before the result of the d20 roll has been revealed, and must be accepted, even if it's worse than the first. A single usage of the flow of time lasts for a number of rounds equal to 2 + the character’s (newly improved) Wisdom modifier. A time walker may prematurely end the use of the flow of time. At the end of the use of the flow of time, the time walker loses the modifiers, looses the ability to re-roll dice, and becomes dazed (can’t take actions) for two rounds as his mind attempts to readjust itself to the world after comprehending the flow of time (unless he is a 20th-level time walker, at which point this limitation no longer applies; see below).

Time Jump (Ex): At first level, a time walker is capable of jumping a certain number of hours through time as a standard action (from their point of view), to do this they must make a single Will save with the DC(10+ the number of hours attempting to be travelled) they may also take along any willing creatures touching them, each creature must make separate Will and Fortitude saves, both of which has a DC equal to (10+the number of hours attempting to be travelled), if a creature fails their Fortitude save then the attempt fails and the creature is fatigued for the next 12 hours, if the creature fails their Will save then the attempt succeeds, but upon arriving in the new time they immediately pass out for a 12 hour time period, if the creature fails both saves then the attempt fails and they immediately pass out for a 24 hour time period. After any successful jump another attempt cannot be made until 3 hours after the last.

When a time walker makes a time jump their body in relation to the world around it remains in the same location, if there is something in the location they are standing in at the end of the jump, then they may change their location slightly so they don't end the jump being inside something else. Every time a time walker makes a jump, they take only what they are carrying, any willing creatures, and nothing that would put them over a medium load.

At seventh level the time walker gains the ability to use the time jump ability to jump over a number of days instead of hours, if they choose to do this then the save DC changes to (20+the number of days attempting to be travelled), the time walker cannot be any more specific than "days" if they uses this version of the Jump.

At fourteenth level the time walker gains the ability to use the time jump ability to jump over a number of months instead of hours or days, if they choose to do this then the save DC changes to (22+the number of months attempting to be travelled), the time walker cannot be any more specific than "months" if they uses this version of the Jump.

At twentieth level the time walker gains the ability to use the time jump ability to jump over a number of years instead of hours, days, or months, if they choose to do this then the save DC changes to (25+the number of years attempting to be travelled), the time walker cannot be any more specific than "years" if they uses this version of the jump.

Paradox of Time (Ex): If a time walker encounters themselves, it is not required for the time walker to later go out of his way to fill the shoes of the other version of himself, if a time walker dies after encountering a version of himself older than he was at death, nothing out of the ordinary happens, this is explained more thoroughly in the time walker class ability "a second dimension of time". (note there can only be 20 of themselves in one timeline. Should a 21st copy appear one npc Time Walker vanishes.)

Temporal Strike: A time walker is a man who has it within his power to see time, and even affect it, this ability truly makes him a dangerous foe upon the battlefield. At 2nd level a time walker gains the ability to make the first attack he makes in any given round a temporal strike by slashing through the temporal existence of a creature instead of it's physical existence, this attack is considered a touch attack and has a +1 distortion bonus to both attack roll and damage, additionally, on a successful temporal strike the target becomes fatigued for a number of rounds equal to the distortion bonus. If a fatigued character is struck by a time walkers temporal strike ability, then they do not become exhausted, and the duration of the fatigue overlaps. This distortion bonus increase by +1 at every even level after 2nd (4th, 6th, 8th, 10th, 12th, etc.).

Fast Healing (Ex): Time grants many blessings upon a time walker, and one of the main blessings that it grants is the unbelievably fast regeneration of flesh wounds. At third level, A time walker regains hit points at an extraordinarily fast rate, regaining 1 hit point per round, as long as he has at least 1 hit point remaining. The amount that the time walker heals each round increases by 1 every 3 levels after third (6th, 9th, 12th, 15th, and 18th).

Fast Movement (Ex): A time walker has it within his power to seemingly slow down time around him, yet still remain going at the same speed. At third level, a time walker gains an enhancement bonus to his speed, as shown on Table: The Time Walker.

Delay: At fifth level a time 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.

Annul (Ex): A time walker eventually learns to channel the healing powers that time blesses him to an even greater degree. Starting at seventh level, at the end of any round that the time walker is using the flow of time class feature, but has not used his re-roll for the round, he heals a number of hit points equal to 5 + his Wisdom modifier.

A Second Dimension of Time (Ex): At tenth level a time walker realizes that there is not one single timeline, but instead an unfathomable web of ever branching timelines, a new one being born with each individual choice that is made, and with this new found knowledge, he is capable of using the time jump ability to jump "sideways" into another timeline, one perhaps where a war was won by a different side, or maybe one where his companion decided not to do something stupid. Whenever a time walker makes such a "sideways" jump, the save DC is always 25.

A time walker who makes a jump into an alternate timeline may seek out an alternate timeline version of himself, and due to the fact that either version is actually from another timeline entirely, his actions have no hold whatsoever over their respective pasts and futures. This concept also stretches to the aspect of a time walker merely traveling back in time and encountering a younger version of himself, the younger version could very well take a completely different timeline and never travel back in time to encounter himself at all.

Greater Delay: A time walker can seem to rip apart a being's time line in and of itself at times, making them forget that time is even flowing for long moments. At fifth level a time 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 must make a Will save (DC 10 + half the time walker's Hit Die + the time walker's Wisdom modifier) or skip their next turn.

Greater Flow of Time (Ex): A time walker soon masters his ability to travel through time in the unusual way that he can to such a degree that hardly nothing can keep up with him. At tenth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +6, though, he is still dazed for two rounds after the use of the flow of time class feature ends.

Fearless: At eleventh level a time walker learns to see the future pass without even attempting to do so, and to face the world before him with the knowledge that there is nothing he cannot see coming, becoming immune to all fear effects.

Renewal (Ex): A time walker eventually manages to exert such a degree of control over the flow of time that he can actually seem to reverse it and instantaneously heal himself, should he be properly focused. At thirteenth level, a time walker gains the ability to sit down and meditate for an hour, and turn all of his mental control over the flow of time, forming as tight a grip upon it's passage as he can muster. After the time walker has managed to meditate in this way without being interrupted for a full hour, he can resume normal behavior and still keep his grip on the reigns of time. The time walker does not lose this focus for any reason other than expending it. The may expend this focus at any point in time afterward as a free action and heal himself a total number of hit points equal to his Wisdom modifier (at the time of expending the focus) × his time walker level. The time walker can take this free action and heal himself at any point, even if it's just a split second after he has taken enough damage to fall unconscious or die.

Foresight (Ex): A time walker eventually becomes so incredibly aware of the flow of time, that he can comprehend moments and events before they even come to take place. At seventeenth level, a time walker may act normally in a surprise round, no matter the circumstances, the time walker is also never caught flat-footed and receives his Wisdom modifier as an insight bonus attack rolls and saving throws.

Dichotomy (Ex): At eighteenth level a time walker gains such an understanding of the second dimension of time than he gains the ability to travel down two different timelines silmutaneously for a split second, when doing this the Time Walker has enough control of either counterpart to make one of themselves take a "sideways" jump into the other timeline they travelled down (the save DC for this jump is always 25), to the eyes of another being this manifests itself as two of the same person appearing where there had only been one, each version doing a different thing.

In games terms the player character has created an alternate version of himself that he is control of, this is the only ability that will allow a time walker to make an alternate version of himself that is not an npc, this alternate version has all equipment, ability scores, and hit points as the original at the point they used dichotomy, this alternate version does not count when determining whether time sickness applies, if one of the two versions of themselves dies, nothing happens to the other, an attempt at dichotomy can only be made once every 12 hours, dichotomy cannot allow for there to be more than 2 non-npc versions of any one person in a single timeline at once.

Ideal Flow of Time (Ex): A time walker eventually perfects his ability to travel through time while being outside of time, to the point that he doesn't even flinch from removing himself from that state. At twentieth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +8, additionally, he is no longer dazed at all after the use of the flow of time class feature ends.

Epic Time Walkers[edit]

Table:The Epic Time Walker

Hit Die: d10

Level Speed Bonus Special
21st +70 ft. Fast Healing 7
22nd +70 ft. Temporal Strike +11
23rd +70 ft. Bonus Feat
24th +80 ft. Fast Healing 8, Temporal Strike +12
25th +80 ft. Time Jump (Decades) (Ex)
26th +80 ft. Bonus Feat, Temporal Strike +13
27th +90 ft. Fast Healing 9
28th +90 ft. Temporal Strike +14
29th +90 ft. Bonus Feat
30th +100 ft. Time Jump (Centuries) (Ex), Eternal (Ex), Fast Healing 10, Sovereign Flow of Time (Ex), Temporal Strike +15

4 + Int modifier skill points per level.

Fast Healing: The ammount that the time walker's fast healing heals each round increases by 1 every 3 levels after eighteenth (21st, 24th, 27th, etc.).

Fast Movement (Ex): A time walker's enhancement bonus to his speed increases after 20th level as shown on Table:The Epic Time Walker.

Temporal Strike: The distortion bonus for a time walkers temporal strike increase by 1 at every even level after 20th (22nd, 24th, 26th, etc.).

Time Jump (Ex): At 25th level the time walker gains the ability to use the time jump ability to jump over a number of decades instead of hours, days, months, or years, if they choose to do this then the save DC changes to (30+the number of decades attempting to be travelled), the time walker cannot be any more specific than "decades" if they uses this version of the jump.

At 30th level the time walker gains the ability to use the time jump ability to jump over a number of centuries instead of hours, days, months, years, or decades, if they choose to do this then the save DC changes to (35+the number of centuries attempting to be travelled), the time walker cannot be any more specific than "centuries" if they uses this version of the jump.

Eternal (Ex): At thirtieth level, a time walker become one with time, blurring the lines of consciousness and mere existence. At this point, the time walker no longer ages, becoming effectively immortal. Additionally, the time walker becomes immune to ability drain, death from massive damage, and disease as time heals his body so rapidly that things can't even seem to damage him for more than a second. Also, the time walker no longer has to sleep and is immune to sleep effects, since his body is kept refreshed with hours of sleep at every plausible moment in time

Timeless (Ex): A 30th level the time walker has travelled through time so often that it becomes meaningless to them, at this point the time walker no longer ages and is immune to all aging affects, additionally their creature type changes to outsider for the purpose of eating and sleeping, the time walker also gains a mode of sight that duplicates the effects of a true seeing out to 30 ft., a time walker can still be resurrected normally.

Sovereign Flow of Time (Ex): To a time walker of a certain caliber, time is merely a tool to be contorted to their every whim, no matter how slight, no matter how distant it may be. At thirtieth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +10. Additionally, the time walker makes the second roll of any dice he rerolls while under the effects of his flow of time class feature with a +10 competence bonus.

Bonus Feats: The epic time walker gains a bonus feat (selected from the list of epic time walker bonus feats) every 3 levels after 20th.

Epic Time Walker Bonus Feat List: Blinding Speed, Epic Dodge, Epic Fortitude, Epic Will, Fast Healing, Great Constitution, Great Wisdom, Polyglot, Superior Initiative

Human Time Walker Starting Package[edit]

Armor: Chain Shirt

Weapons: Halberd

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex −2
Climb 4 Str −2
Diplomacy 4 Cha
Gather Information 4 Cha
Listen 4 Wis
Sense Motive 4 Wis
Spot 4 Wis

Feat: Dodge.

Bonus Feat: Mobility

Gear: Backpack, Bedroll, Belt Pouch, Hooded Lantern, Iron Pot, Pint of Oil ×9, Small Steel Mirror, Trail Rations ×5, Waterskin.

Gold: 100 gp.

Campaign Information[edit]

Playing a Time Walker[edit]

Religion: The ability to comprehened the flow of time and its inexplicable rhythym generally changes a mans outlook on religion. Some time walkers could possibly scorn the concept of laying themselves down before an ideal or a belief, since they have seen the true of nature of all reality, and so, nothing could possibly be higher than themselves, in their own minds. Another time walker could see through history, and see the manner in which a god came to be, possibly being swayed to follow such an entity in the process.

Other Classes: Time walkers have an extremely close connection with a matter of reality that some beings spend their entire lives attempting to merely comprehend. This fact makes it very easy for wizards and other intellectual classes to get along with them. On the other hand, this same connection with the essence of time can only be effectively used in combat, and this inherently leads to them being able to understand the flow of a battle to a greater degree. This fact tends to help a time walker become greater friends with fighters or barbarians.

Combat: Time walkers have an extremely unique role in battle. They tend to bounce around the field of battle, being generally unpredictable, and making single, heavy blows that nearly knock opponents out of the game entirely. On the other hand, a time walker could fill the role of a support character, who juggles opponents completely out of the battle, and takes hit after hit after hit, yet keeps going, and giving the opponent a fight they more than likely won't win. Honestly, a time walker can turn the battle on its head at any given moment.

Advancement: Sometimes, a time walker manages to discover different abilities he can muster with his passage through time, and seeks unusual paths to power. For example, a certain time walker could discover how to trail through time in a way, and begin taking levels in temporal dancer. Another time walker could discover that, by travelling through time, he can stretch and break it to his every whim, and take a few levels in moment breaker. On the other hand, a time walker could seek to progress in slightly different ways, and may take levels in horizon walker, duelist, or assassin.

Time Walkers in the World[edit]

Um... What time is it?
—Demin Tell, Half-Elf Time Walker

Time walkers rarely fit into roles that would be considered 'normal', instead finding themselves as assassins, leaders, or wise men. Due to this fact, a time walker is usually found in places of wonder, or horror. From the truly terrible choas of the battlefield, to the pristinely clean precision of a king's halls, they can be found anywhere, and everywhere. Though, sometimes, a time walker may find a way to slip between the cracks in the world, and settle down, in a quiet place. When this happens, a time walker will still find the world around them to be a wonderous place, since they can see it for what it truly is.

Daily Life: Day to day life for a time walker can be a good bit more interesting for them than for another creature, considering that they have the ability to see and understand a day's passage in ways that few can understand. A particular time walker could enjoy spending his time merely watching its flow slip through the world, just as another person would enjoy watching a waterfall flow. Though, sometimes, a time walker could simply view the flow of time as a backdrop to existence, and hardly even notice it, being too busy with the other matters in his life.

Notables: Mason Uregai, Male Human Time Walker: fought off the onslaught of an entire army of celestial beings for a month.

Tania Jewel, Female Wild Elf Time Walker: led an expedition to kill a family of evil prismatic dragons that had been destroying the wild.

Darrell Ix, Male Azer Time Walker: has percieved all of time, and is in constant understanding of it.

Organizations: Time walkers are not directly tied to any kind of organization, considering that their ability result from the inherent ability to comprehend time. Though, it isn't uncommon for an organization to seek to have a time walker or two amongst their ranks, considering that time walkers are very powerful entities, from their ability in combat, to their insight about the nature of things. Although, on occasion, there may arise a situation where multiple time walkers are drawn to a particular place. In such a case, these time walkers could find themselves enjoying the company of others of their kind, and in turn, band together to form a guild or organization purely of time walkers.

NPC Reactions: Time walkers are difficult to notice most of the time, and can usually pass as just an ordinary person in most situations. Though, should a time walker show what they are, whether by moving through time, or speaking about the inner workings of time, they tend to be more easily spotted, since their very manner of existence is unusual. When an NPC actually realizes that a person is a time walker, they usually regard that person with different degrees of respect, awe, and fear, depending entirely on the person in question.

Time Walker Lore[edit]

Characters with ranks in gather information can research time 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
5 Time walkers can actually percieve the very flow of time.
10 Time walkers can turn back the flow of time and undo it's effects.
15 Time walkers can move through time yet be outside of it at the same time.
20 Characters who get this result can know the name and location of a specific time walker and any item related to them.

Time Walkers in the Game[edit]

Time Walkers can seen wandering through nearly any location concievable, from the oldest and most revered of a king's courts, to the most brutal and unrelenting desert. Though, one truth about time walkers is that they can seem to be calm in almost any situation. A particular time walker could find themselves being faced with a war engine bearing down upon them, and not even bat an eye, for they can feel and see what is going to happen next. This fact often leads those around a time walker to have a kind of latent respect for the him, since he can virtually stare down the raging path of a storm, should he choose to.

Adaptation: Time walkers can truly be adjusted to fit into any world, no matter how far fetched it may be. For example, time walkers could be a sect of nomads who wander through the far southern deserts of one world. In another situation, it could be that the path to being a time walker could be lost, and the only record of the ways one can become a time walker are stored in an ancient scroll buried in a kings tomb.

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 actually see the passage of time, in ways that others couldn't understand. He eventually realized that, when he was looking at time this way, that others could seem to keep up catch him, no matter what they did, and he soon realized what he could do with this ability. Orin found himself then, stealing things like loaves of bread from bakers' windows, and then disappearing from sight without so much as a scratch on his frail form. After a time, he began stealing bigger things, like books, clothing, and occasionally bags of coins. Though, one day, someone did catch him, moving as a blur for an instant and knocking Orin down, coins flying everywhere. This man was faster than anyone he had even seen. The man said his name was Drake Nere, and, strangely enough, hadn't turned him in to the police, like others would have. No, instead, he told Orin to travel with him, and actually taught the boy some different kinds of fighting, giving him a sword, a suit of armor, and many other things. Though, a day came when Drake left, in the middle of the night, leaving Orin alone, asleep in the dark. Orin always wondered why Drake had left, but didn't care much beyond that. Today Orin is still travelling, just as he had been when he was with Drake. But he has felt much more alone than he had before, as though he was the only person left in the world.

EL 14:

Orin Maske (Timeline 6)

CR 14

Male Human Time Walker 14
LN Medium Humanoid (Human)
Init/Senses +6/Listen +24, Spot +24
Languages Aquan, Common, Draconic
AC 29, touch 19, flat-footed 27; +1 dodge bonus against designated opponent, +4 dodge bonus against attacks of opportunity
(+10 armor, +2 Dex, +7 insight)
hp 105 (14 HD)
Fort/Ref/Will +6/+11/+13
Speed 70 ft. (14 squares)
Melee +5 Speed Falchion +18/+18/+13 (2d4+8/15–20)
Base Atk/Grp +10/+12
Atk Options Temporal Strike +7, Delay, Greater Delay
Special Actions Greater Flow of Time, Improved Moment Stop, Moment Stop, Renewal
Abilities Str 14, Dex 15, Con 14, Int 14, Wis 24, Cha 10
SQ Annul, Fealess, Fast Healing 4, Walk the Aeons
Feats Dodge, Improved Critical (Falchion), Improved Initiative, Mobility, Spring Attack, Weapon Focus (Falchion)
Skills Bluff +17, Diplomacy +21, Jump +21, Listen +24, Sense Motive +24, Spot +24, Tumble +21
Possessions +5 Speed Falchion, +5 Mithral Breastplate of Light Fortification, Periapt of Wisdom +6


A Note for Dm's[edit]

This class requires a great deal of intelligence on both the DM and the PC's part in order for it to be played effectively, and therefore is not recommended for people who do not take the game very seriously or who do not think about their actions in game. It is also not recommended for multiple people in a campaign to take this class, seeing as it would make the game a great deal more complex than a single member of the party taking it would. It is highly stressed that a DM who is allowing this class to be played makes sure that the PC who is going to play this class fully understands the consequences and implecation it presents.



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