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[PrC] Smoke Walker

MarauderX

Explorer
Another PrC for comment. I'm still unsure of the prerequisites for it, as they are kinda weak right now. Also, I think there needs to be another ability in there somewhere so it isn't too weak at the upper levels.

Smoke Walker

The Smoke Walkers are a small group of loners that rely on one another to forward their own individual goals. Often they are successful workers or tradesmen with a dark streak and live a double life unknown to others. Relying on smoke to hide themselves and their deeds, they usually leave behind clouds of their hallmark to escape or leave as an indicator of their presence.

Smoke Walkers follow a path of magic that is similar to a sorcerer and many already are when they enter this small ring of casters. Most avoid and detest physical confrontation, using guile and misdirection to redirect blame from them. They can often be found in association with those who use fire, as they can work well from the side effects. Smoke Walkers are almost always smoking some form of tobacco and are sometimes found in markets that relate to generating smoke such as coal or alchemy.

A would-be Smoke Walker is often times approached and asked to learn by other Walkers as they seek to forward their own agendas by teaching like-minded individuals. There is no formal society of Smoke Walkers but often those that are aware of one another will meet monthly or yearly to discuss politics and how they could help one another to reach their own goals.

Hit Die: d4

Requirements
To qualify to become a Smoke Walker, a character must fulfill all the following criteria.
Alignment: Any non-good.
Base Attack Bonus: +6
Disguise: 8 Ranks
Hide: 8 Ranks

Class Skills
A Smoke Walker’s class skills are Alchemy, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Knowledge (All), Listen, Move Silently, Scrye, Search, Sense Motive, Spot, Spellcraft, and Use Magic Device.

Skill points at each level: 4 + Int Modifier

Class Features
Weapon and Armor Proficiency: None gained, all restricted for spell use.
BAB: As Sorcerer
Saves: As Sorcerer

Smoke Concealment: The Smoke Walker can hide in even lightly smoke strewn areas with 50% concealment at all times as long as she is in contact with the smoke while coiling it around her. She gains a +4 to hide in the smoke at first level and +2 for each level of Smoke Stalker after for a maximum of +22. This affect works similar to invisibility, as low-light and heat-sensing vision will not be able to detect the Walker.

Smoke Sight: The Smoke Walker gains the ability to see any subject bathed in smoke within 30 feet, and avoids any blinding affects caused by smoke. This ability increases by 10 feet per level up to a maximum of 120 feet. This ability does not work around walls or other items that would normally block vision.

Create Smoke: The Walker once per day per level can create smoke patches 5 foot square that issue smoke rising upward without need of fire. This ability can be used to create 2 patches per day per level, and can be arranged however the Walker wishes on any flat surface up to 100 feet away. This affect lasts for a number of rounds equal to 5 + caster’s level. One smoke patch will fill a 5x5 enclosure in 1 round or a 10-foot by 10-foot room in 4 rounds, completely obscuring all vision, as if blinded. Outdoors, the smoke will permeate outwards and upwards similar to small versions of the spell fog. Alternately, the Smoke Walker may use one patch to shroud herself in smoke, giving a +4 to disguise and +2 to intimidate and bluff checks.

Smoke Sense: The Smoke Walker can sense anyone that is touching smoke within 10 feet, and this ability increases by 5 feet per Prestige Class level up to a maximum of 50 feet. The caster can prevent any allies from being ill affected by smoke within the same range as a free action, reducing any penalties to sight and smell by half.

Control Smoke: Smoke Walkers can outwardly control the direction and affects of smoke by concentrating. They can form shapes and colors, and direct the smoke to form obscuring walls and other geometric shapes. If there is an attempt to remove or purge a smoke-filled area (via wind, dispel, etc.), the Smoke Walker can resist this by making a successful magic resistance check versus the opposing caster. If the wind effect is natural, the Smoke Walker must make a Concentration check with the DC equal to 20. Failure means the Smoke Walker loses all abilities and bonuses for one round, and can try to regain control each round as long as the wind persists. Control is at will within 5 feet per level for a maximum of 50 feet.
Choking Smoke: The smoke can be made so thick that the Walker controlling the smoke can attempt to choke one target per round within 30 feet plus 5 feet per Prestige Class level. If your opponent is enwrapped in smoke for 1 full round, the Smoke Walker may attempt to choke the opponent during his next turn as a standard action. The opponent must make a Fortitude saving throw (DC 10+ ½ your total caster level + your Wisdom modifier) and if the saving throw fails, the opponent falls unconscious for 1d3 rounds. Similar to the feat Choke Hold, Oriental Adventures, pg 61.


Smoke Walk: The Smoke Walker can use smoke to fly at 40 feet per round in any direction for up to a full hour or as long as she can concentrate, whichever is less. She may float in place as a free action. Traveling upward into the open sky will guarantee a check against the wind once she is 50 feet above the nearest structure, tree, or open ground. The smoke surrounding the Walker starts to dissipate 2 rounds before the effect ends, alerting her that the effect will soon end.

Confusing Smoke: The Smoke Walker can use smoke to cause confusion as per the spell once per day on all smoke plumes within 100 feet. Only those within the smoke are affected with a Will save to avoid the effect. Once the save has been met, the target is is not immune for the duration of the confusion, but gains a +2 bonus for each successful save. If a target fails the save, use the same chart as the spell confusion as long as the victim is within the smoke, and once he leaves and re-enters he needs to make another successful save to avoid the effects.

Smoke Phantasm: The Smoke Walker can summon a phantasmal killer as per the spell once per day by using smoke.

Table 1: Smoke Walker
Level BAB Fort Reflex Will Special
1 +0 +0 +0 +2 Smoke Concealment, Smoke Sight, Create Smoke, Sorcerer spell level +1.
2 +1 +0 +0 +3 Smoke Sense, Sorcerer spell level +1
3 +2 +1 +1 +3 Sorcerer spell level +1
4 +3 +1 +1 +4 Control Smoke, Sorcerer spell level +1
5 +3 +1 +1 +4 Sorcerer spell level +1
6 +4 +2 +2 +5 Choking Smoke, Sorcerer spell level +1
7 +5 +2 +2 +5 Sorcerer spell level +1
8 +6 +2 +2 +6 Smoke Walk, Sorcerer spell level +1
9 +6 +3 +3 +6 Confusing Smoke, Sorcerer spell level +1
10 +7 +3 +3 +7 Smoke Phantasm, Sorcerer spell level +1
 
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You are going to give +1 level Sorceror spellcasting at EVERY level but NOT require Sorceror level or at least spellcasting prereq.....HUH? Couldn't really get over that to analyze the rest....
 

I agree that the ability to spontaneously cast arcane spells should be a pre-req.

Before I otherwise comment, I might be missing something. Is it just me, or is this better than a sorcerer in every way, shape and form?
 
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Why does Create smoke give the caster a +4 to diguise? The only thing you could imitate would be a ball of smoke. Hide would fit, as you'd see the smaoke, so unidentifiable.
 

Whoops... pasted wrong version. The update is below. Sorcerer spell level is only 2 per 3 PrC levels, except the last, and added Smoke Prestidigitation at 1st level.


Table 1: Smoke Walker
Level BAB Fort Reflex Will Special
1 +0 +0 +0 +2 Smoke Concealment, Smoke Sight, Create Smoke, Smoke Prestidigitation.
2 +1 +0 +0 +3 Smoke Sense, Sorcerer spell level +1
3 +2 +1 +1 +3 Sorcerer spell level +1
4 +3 +1 +1 +4 Control Smoke
5 +3 +1 +1 +4 Sorcerer spell level +1
6 +4 +2 +2 +5 Choking Smoke, Sorcerer spell level +1
7 +5 +2 +2 +5 Smoke Walk
8 +6 +2 +2 +6 Sorcerer spell level +1
9 +6 +3 +3 +6 Confusing Smoke, Sorcerer spell level +1
10 +7 +3 +3 +7 Smoke Phantasm, Sorcerer spell level +1


Smoke Prestidigitation: Once per day per level, the Smoke Walker may control a small amount of smoke to do tricks, create crude maps or figures in the air, etc. The Walker may also control the color of the smoke (to create more vibrant colors). The effects last only 1 minute per level and cannot be used to enhance any skills (disguise, hide, bluff, etc.).


For the prereqs, I need to add something to make it a bit more open to other classes than sorcerer to aim for. I like the idea of spontaneous casting, but not sure if it would be a pain for any other class except sorcerer.
Thanks for the comments so far.
 

If you want the class to be open to more than one group/person/class, then you need to change the "Sorcer Spell Level +1." (I think.) Or else when a Wizard takes one level in this class they gain Sorceror spells known/per day (Or at least that is what I am reading into it.) and that is HORRIBLY overpowered. I once had a spout where I didn't like Bards and wanted a prestige class that required spontaneous casting (This was long before the Favored Soul and Warmage....) so required specifically "The ability to Spontaneously cast 3rd level Sorceror/Wizard spells." Looking back now, it was stupid. If you want spontaneous casting, simply make a prerq like "Able to spontaneously Lvl X arcane spells." (Some other PCs and non WotC books have classes and PCs that can meet this requirement.) Or, though it would require MUCH tweaking and balancing, create a way that the PC makes the Chars spells sontaneously cast if not already, though at a MUCH slower rate than right away. Some thing like allowing the Char to spntaneously cast any spell 3 levels lower than their max Level. (A level Wiz7 can spontaneously cast 1st level spells.) Hope this helped.
 

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