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 Waste Walker

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Avy
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Posts : 41
Join date : 2015-12-01

PostSubject: Waste Walker   Tue Dec 08, 2015 3:28 am

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The Walker's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (wastelands) (Int), Knowledge(geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Pilot (Dex), Stealth (Dex), Survival (Wis), and Swim(Str).

Skill Ranks per Level: 6 + Int modifier.
Table: Waste Walker

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+2+0Track, wild empathy
2nd+2+3+3+0Combat style feat, 1st favored terrain
3rd+3+3+3+1Endurance, Bonus Feat
4th+4+4+4+1Hunter's bond, Ability Point
5th+5] +4+4+12nd favored terrain
6th+6/+1+5+5+2Combat style feat, Bonus Feat
7th+7/+2+5+5+2Woodland stride
8th+8/+3+6+6+2Swift tracker, Ability Point
9th+9/+4+6+6+3Evasion, Bonus Feat
10th+10/+5+7 +7+3combat style feat
11th+11/+6/+1+7+7[+3Quarry
12th+12/+7/+2+8+8+4Camouflage
13th+13/+8/+3+8+8+43rd favored terrain
14th+14/+9/+4+9[+9+4Master Marksman
15th+15/+10/+5+9+9+5Combat style feat
16th+16/+11/+6/+1+10+10+5Improved evasion
17th+17/+12/+7/+2+10+10+5Hide in plain sight
18th+18/+13/+8/+3+11+11+64th favored terrain, combat style feat
19th+19/+14/+9/+4+11+11+6Improved quarry
20th+20/+15/+10/+5+12+12+6Master hunter




Class Features

All of the following are class features of the Waste Walker.
Weapon and Armor Proficiency

A Walker is proficient with all simple and martial weapons, short, long, bolt firearms and with light armor, and medium armor.
Track (Ex)

A Walker adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)

A Walker can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Walker rolls 1d20 and adds his class level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Walker and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The Walker can also use this ability to influence a mutated beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex)

At 2nd level, a Walker must select one combat style to pursue.

Long Barrel Firearms

Choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

   At 6th level, he adds Firearms Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
   At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Short Barrel Firearms

Choose from the following list whenever he gains a combat style feat:

Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

   At 6th level, he adds Firearms Mastery and Improved Precise Shot to the list.
   At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Two-Handed Weapon

Choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

   At 6th level, he adds Furious Focus and Great Cleave to the list.
   At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Two-Weapon Combat

Choose from the following list whenever he gains a combat style feat:

Double Slice, Quick Draw, and Two-Weapon Fighting.

   At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
   At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Endurance

A Walker gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)

At 3rd level, a Waste Walker may select a type of terrain from Wastelands, Deadlands, Underspire, Outskirts, Upper Spire, Subterranean, Urban, and Ruins . The Walker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. While traveling through his favored terrain the Walker normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the Walker may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the Walker's bonuses do not stack; he simply uses whichever bonus is higher.
Steady Stride (Ex)

Starting at 7th level, a Walker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, rocky areas, shifting sands and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Terrain manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)

Beginning at 8th level, a Walker can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex)

When he reaches 9th level, a Waste Walker can avoid even Psyker and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Walker is wearing light armor, medium armor, or no armor. A helpless Walker does not gain the benefit of evasion.
Quarry (Ex)

At 11th level, a Walker can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, he can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A Walker can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the Walker sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex)

A Walker of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.


Master Marksman (Ex)

The Walker's critical threshold is increased to 19 for purposes of striking a critical hit.  If the Walker already has the Improved Critical feat, then this stacks with the bonus' from the feat, scoring a critical strike on a natural roll of 18 or better.
Improved Evasion (Ex)

At 16th level, a Walker's evasion improves. This ability works like evasion, except that while he still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Walker does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)

While in any of his favored terrains, a Waste Walker of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex)

At 19th level, the walker's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex)

A Waste Walker of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
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