Epic Insights08/03/2003

Epic Races of Faerûn

Races of Faerûn includes one epic-level prestige class: the elven high mage. This month, we add an epic-level progression for a prestige class from this book: the warrior skald. We also present a new epic class for aasimar, tieflings, genasi, and other planetouched races: the worldwalker.

The original web enhancement for the Epic Level Handbook also includes an epic level progression for the bladesinger prestige class.

Epic Warrior Skald

The epic warrior skald has become a mighty hero in her own right, and while she continues to serve as a valuable ally in combat, she is just as often the subject of legends as she is the teller of such tales.

Most epic warrior skalds continue to focus on their oratory abilities, selecting feats that boost their ability to use bardic music such as Deafening Song, Hindering Song, Lasting Inspiration, Music of the Gods, Ranged Inspiration, and Rapid Inspiration.

After Charisma, which modifies and augments many of the warrior skald's special abilities, Strength is the character's most appropriate choice for ability increases.

Other Options: Epic warrior skalds who can meet the prerequisites take Overwhelming Critical and Devastating Critical, if only to enhance their own legendary battles.

Hit Die: d6.

Skill Points at Each Additional Level: 4 + Int modifier.

Bardic Music: The epic warrior skald continues to hone her skills with bardic music. She combines her bard and warrior skald levels to determine how many times per day she can use her bardic music ability.

Epic Heroism: At 11th level, the epic warrior skald gains the ability to inspire incredible heroism in an ally within 30 feet. The ally the epic warrior skald chooses to affect gains a +4 morale bonus to his Strength, Dexterity, and Constitution, and gains +3d10 temporary hit points (these hit points are modified by the subject's Constitution score). The effect lasts for as long as the ally hears the warrior skald recite poetry and for up to 5 rounds thereafter. This is a mind-affecting ability that counts as a daily use of bardic music.

The epic warrior skald can inspire epic heroism in one additional target every three additional levels (2 targets at 14th, 3 at 17th, 4 at 20th, and so on). Unlike the inspire heroics ability the bard gets at 15th level, each additional ally targeted increases the cost of using the ability by +1 daily use of bardic music.

Words of Wrath (Su): At 12th level, the warrior skald has learned and mastered the art of creating waves of sonic force by uttering ancient lines of magical poetry. He can target one creature within 60 feet with the words of wrath; activating this supernatural ability is a standard action that does not provoke an attack of opportunity and uses one of the skald's daily uses of bardic music.

The target of the words of wrath must immediately make a Fortitude saving throw (DC = 10 + the epic warrior skald's level + Charisma modifier). Failure indicates the target takes 1d6 points of sonic damage per warrior skald level and is permanently deafened. Success indicates that the target suffers half damage and is deafened for only 1d4 rounds.

The epic warrior skald can simultaneously use the words of wrath against one additional target every three additional levels (2 targets at 15th, 3 at 18th, 4 at 21st, and so on). Each additional target increases the cost of using the ability by +1 daily use of bardic music.

Bonus Feats: The epic warrior skald gains a bonus feat (selected from the list of epic warrior skald feats) every 3 levels after 10th.

Epic Warrior Skald Bonus Feat List: Deafening Song, Devastating Critical, Epic Endurance, Epic Fortitude, Epic Inspiration, Epic Leadership, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Group Inspiration, Hindering Song, Inspire Excellence, Lasting Inspiration, Music of the Gods, Overwhelming Critical, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong.

Warrior Skald


11 Epic heroism (1 target)
12 Words of wrath (1 target)
13 Bonus feat
14 Epic heroism (2 targets)
15 Words of wrath (2 targets)
16 Bonus feat
17 Epic heroism (3 targets)
18 Words of wrath (3 targets)
19 Bonus feat
20 Epic heroism (4 targets)


The worldwalker is a planetouched character that travels far and wide across the planes of existence. He draws power from each new realm he discovers and gains strength as he slowly masters the unique magic and energy inherent in each realm. Doing so further enhances his own body and mind, which slowly grows more and more akin to his outsider or elemental ancestors.

Most worldwalkers are multiclass characters, usually with several levels of monk (the usual restriction on multiclass monks applies to this class), ranger, rogue, or sorcerer, although any planetouched character that is self-sufficient and willing to travel to numerous realms can eventually gain the skills required to become a worldwalker. Druids are perhaps the rarest worldwalkers, since they often prefer to remain in regions they favor rather than explore other planes.

NPC worldwalkers are often oracles, seers, mystics, or other mysterious and unknowable figures, and they frequently settle for several decades in a rural or wilderness area to rest for a while before beginning their travels anew.

Hit Die: d8.


To qualify to become a worldwalker, a character must fulfill all the following criteria.

Race: Any planetouched (or the perfect self class feature).

Skills: Knowledge (the planes) 24 ranks, Survival 24 ranks.

Feats: Self-Sufficient.

Epic Feats: Epic Skill Focus (Knowledge [the planes]).

Special: Must have visited at least 6 different Outer Planes for at least 30 days each.

Class Skills

The worldwalker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (the planes) (Int), Speak Language (none), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the worldwalker prestige class.

Weapon and Armor Proficiency: Worldwalkers gains no proficiency with any weapon or armor.

Planar Infusion: At 1st level, a worldwalker's outsider blood and heritage absorbs the ambient magical energies he is exposed to during his travels. These energies reshape and augment the worldwalker's body, mind, and soul, purifying him and magnifying the traits he inherited from his elemental or outsider ancestors. The worldwalker chooses one infusion from the table below at 1st level, and then again every additional 3 levels (at 4th level, 7th level, 10th level, and so on). His worldwalker level plus his Charisma modifier determines the total number and power of infusions he can choose. He can't choose the same infusion more than once, unless the infusion specifically states that it allows multiple selections.

Many infusions grant spell-like abilities. Saving throw DCs for these spell-like abilities are equal 10 + the spell's level + his Charisma modifier; caster level equals his worldwalker level. A worldwalker can use the spell-like ability once per day. He can never have more than one cleric spell-like ability or one sorcerer spell-like ability per spell level.

Worldwalker Infusions

+ Cha

1 +4 bonus to any one skill (may be chosen more than once, but must apply to a different skill each selection)
2 +4 bonus to Initiative checks
3 Spell-like ability: 1st-level cleric spell
4 Spell-like ability: 1st-level sorcerer spell
5 Bonus Feat (selected from the list of bonus worldwalker feats)
6 Spell-like ability: 2nd-level cleric spell
7 Spell-like ability: 2nd-level sorcerer spell
8 +2 bonus to an ability score
9 Spell-like ability: 3rd-level cleric spell
10 Spell-like ability: 3rd-level sorcerer spell
11 Bonus Feat (selected from any feat for which the character meets the prerequisites)
12 Spell-like ability: 4th-level cleric spell
13 Spell-like ability: 4th-level sorcerer spell
14 +4 bonus to one saving throw (you may select this infusion up to three times; each time it must apply to a different saving throw)
15 Spell-like ability: 5th-level cleric spell
16 Spell-like ability: 5th-level sorcerer spell
17 +4 dodge bonus to Armor Class
18 Spell-like ability: 6th-level cleric spell
19 Spell-like ability: 6th-level sorcerer spell
20 +4 bonus to an ability score

Bonus Feats: The worldwalker gains a bonus feat (selected from the list of worldwalker feats) at 2nd level and every 3 levels after that.

Epic Worldwalker Bonus Feat List: Additional Magic Item Space, Energy Resistance, Epic Endurance, Epic Reputation, Epic Skill Focus, Epic Speed, Extended Life Span, Holy Strike, Improved Alignment-Based Casting, Negative Energy Burst, Penetrate Damage Reduction, Perfect Health, Planar Turning, Polyglot, Positive Energy Aura, Unholy Strike.

Favored Plane: At 3rd level, and again every 3 levels thereafter (at 6th, 9th, 12th, and so on), the worldwalker selects one plane of existence he has personally visited. From this point on, the worldwalker is treated as a native of that plane (not an extraplanar creature) when on that plane. Additionally, while on a favored plane, a worldwalker gains a +4 morale bonus on all Will saving throws and Charisma-based skill checks.



1 Planar infusion
2 Bonus feat
3 Favored plane
4 Planar infusion
5 Bonus feat
6 Favored plane
7 Planar infusion
8 Bonus feat
9 Favored plane
10 Planar infusion
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