Unburdened Wanderer (3.5e Feat)

Unburdened Walker [Equilibrium]

[[3e Summary::Sometimes a druid walks the lands without the trappings of a life among civilization as most know it. Sometimes a monk spends their life atop a mountain, training in solitude. What use have they for material goods? Why be bound in spirit and body by material things?]]
Prerequisite: Neutral Alignment, Walker
Benefit: * Lvl 1: AC bonus +4
  • Lvl 2: Bonus Equilibrium Feat
  • Lvl 3: AC bonus +5, endure elements
  • Lvl 4: Equilibrium strike +1 (magic), bonus Equilibrium Feat
  • Lvl 5: Sustenance
  • Lvl 6: AC bonus +6, deflection +1, bonus Equilibrium feat
  • Lvl 7: Resistance +1, ability score enhancement +2
  • Lvl 8: Natural armor +1, mind shielding, bonus Equilibrium feat
  • Lvl 9: AC bonus +7
  • Lvl 10: Equilibrium strike +2 (Good, Evil, Law, or Chaos), Damage reduction 5/magic, bonus Equilibrium feat
  • Lvl 11: Ability score enhancement +4/+2
  • Lvl 12: AC bonus +8, deflection +3, true seeing, bonus Equilibrium feat
  • Lvl 13: Resistance +2, energy resistance 5
  • Lvl 14: Equilibrium strike +3, Freedom of Movement, bonus Equilibrium feat
  • Lvl 15: AC bonus +9, ability score enhancement +6/+4/+2, damage reduction 5/cold iron
  • Lvl 16: Natural armor +2, bonus Equilibrium feat
  • Lvl 17: Equilibrium strike +4, resistance +3, regeneration
  • Lvl 18: AC bonus +10, deflection +3, true seeing, bonus Equilibrium feat
  • Lvl 19: Ability score enhancement +8/+6/+4/+2, damage reduction 10/cold iron
  • Lvl 20: Exalted strike +5, energy resistance +15, bonus Equilibrium feat

AC Bonus (Su): A 1st level Unburdened Walker receives a +4 Equilibrium bonus to their Armor class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant Energy weapons, and similar effects, however, do not ignore this bonus. This does not stack with an armor bonus.

Bonus Equilibrium Feats: At 1st level, an Unburdened Walker gets a bonus equilibrium feat, fighter bonus feat, or metamagic feat, and another bonus feat at 2nd level and every 2 levels thereafter. Unlike other benefits of being an Unburdened Walker, a character does not gain these bonus feats retroactively when they take the Unburdened Walker feat; they gain only those bonus feats that apply for the levels they gain after becoming Unburdened.

Endure Elements (Ex): A 3rd-level Unburdened Walker is immune to the effects of being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide).

Equilibrium Strike (Su): At 4th level, an Unburdened Walker gains a +1 enhancement bonus on all their attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, the character chooses the force they will devote themselves to balancing. It may be Good, Evil, Law, or Chaos. From that point on, the weapon damage the character deals is also considered to be of the opposing alignment, so that it can bypass the damage reduction of some of those creatures whom they oppose.

Sustenance (Ex): A 5th-level Unburdened Walker doesn't need to eat or drink.

Deflection (Su): A 6th-level Unburdened Walker receives a +1 deflection bonus to their Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th

Resistance (Ex): At 7th level, an Unburdened Walker gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level and to +3 at 17th level.

Ability Score Enhancement (Ex): At 7th level, an Unburdened Walker gains a +2 enhancement bonus to one ability score. At 11th level, they gain an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, they gain an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, they gain an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.

Natural Armor (Ex): At 8th level, an Unburdened Walker gains a +1 natural armor bonus, or their existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.

Mind Shielding (Ex): Also at 8th level, an Unburdened Walker character becomes immune to detect thoughts, discern lies, and any attempt to discern their alignment.

Damage Reduction (Su): An Unburdened Walker gains damage reduction 5/magic at 10th level. At 15th level, this improves to a damage resistance 10 that is only surpassed by damage that bears the damage type the Unburdened Walker chose to oppose at 10th level for their Equilibrium Strike. For instance, if the Unburdened Walker has chosen to balance against the force of Good, their Equilibrium Strike would grant their attacks Evil typed damage and their Damage Reduction would be vulnerable to Good aligned damage.

Greater Sustenance (Ex): Once they attain 12th level, an Unburdened Walker character doesn't need to breathe.

Energy Resistance (Ex): At 13th level, an Unburdened Walker gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.

Freedom of Movement (Ex): At 14th level, an Unburdened Walker can act as if continually under the effect of a freedom of movement spell.

Regeneration (Ex): At 17th level, an Unburdened Walker heals 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

True Seeing (Su): At 18th level, an ascetic gains a continuous true seeing ability, as the spell.
Special: If the character ever defies this lifestyle, they lose this feat and it's benefits until they receive atonement. You must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry enough food to sustain you for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf--you can drink a potion of cure serious wounds a friend gives you, receive a spellcast from a wand, scroll, or staff, or ride on your companion's ebony fly. You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff.



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