Type: Prestige Class
Game: Dungeons & Dragons (D&D), Edition 3.5
Bumps in the night, creaking stairways, and shadowy dungeons are the haunts of a Spirit Walker. Touched in their life by the spirit of a dead being, they thirst after knowledge of the unknown, honing their talents to search out these spirits.
Hit Die: d8
Skills points per Level: 4 + Int modifier
All that follows are features of the Spirit Walker prestige class.
Weapon and Armor Proficiency: The Spirit Walker gains no weapon or armor proficiencies.
Speak with Spirits (Su): At level 1, such is the Spirit Walker's knowledge of the mysteries of the spirits that he may freely communicate with them, although they must contact him first. If spirits are about, this ability also grants a +2 to Gather Information checks.
Phantom Touch (Su): At level 1, the Spirit Walker's ability is such that he may channel the life from his foes. Phantom Touch requires a melee touch to bare or non-metal covered skin to complete the action. It deals 1d4 damage at level 1, 1d6 at level 3, 2d6 at level 6, and finally 2d10 at level 10.
Fear of the Unknown (Su): At level 3, the Spirit Walker may take the form of a spirit, inspiring fear in a 10 foot radius to all who fail their Will throws (DC is 10 + half Spirit Walker level + Cha modifier). As this is an illusion-like ability, any abilities to see through illusions may be used against this ability.
True Vision (Su): When reaching level 4, Spirit Walkers realize the true potential of their sight. When in any area which is inhabited by spirits or souls of the dead, the Spirit Walker will feel a slight tingle on their left palm. When in any area that is inhabited by malicious souls, the Spirit Walker will feel a slight tingle on their right palm. The Spirit Walker will not automatically know what the tingle means, though deduction or the proper teacher will reveal it. The Spirit Walker is also able to see any spirits that would normally cross their vision.
Subtle Travel (Su): When a Spirit Walker's power grows to level 6, he may place his body halfway into the Positive or Negative Energy Plane for 1d10 rounds. This projection reduces all chances to hit by -2, and increases Reflex saves by 4. When in this state, the Spirit Walker increases move rate by 10 feet, and any creature must make a Spot check (DC 10) to see anything besides a thin mist. This form takes 3 rounds of unbroken concentration to undertake. While engaging in Subtle Travel, a Spirit Walker has a 5% cumulative chance per round to have 1d6 Constitution points drained into the plane which he connects to. Drained points may be recovered as per usual.
Spirit Walk (Su): When a Spirit Walker reaches level 8, he gains perhaps the most useful of all the Spirit Walker abilities. The Spirit Walker, upon being reaching 0 hit points, may choose (once per day) to have his spirit give a cry for help. This cry fuses any nearby spirits into his to create a semi-corporeal form similar to that of a ghoul. There is only a 25% chance (adjusted for area) for spirits to be nearby and willing to help. The Spirit Walker, while in this form, retains half of his or her hit points, but in all other ways conforms to the statistics of the ghoul. The new ghoul form may not administer First Aid or any other form of assistance to the Spirit Walker's body, and the character will feel great pain whenever they are within five feet of the body. The pain is such that foes receive +2 to hit the ghoul, and the character is -2 to hit. The ghoul form lasts for only 2 rounds/level of the Spirit Walker after 5.
Master of Spirits (Su): When the Spirit Walker reaches level 10, he gains the ability to summon 1-4 ghosts to him. The gate that summons these ghosts has only a 30% chance to open, and the Spirit Walker may only do it once per week. The Spirit Walker may engage the ghosts to fight for him for two days or the extent of one adventure (which may in no event last more than one week), ask them questions, or request that they assist him in travel to one of the Outer Planes. The level, base creature, and background and knowledge of the ghosts is determined by the game master. As a rule of thumb, the maximum encounter level for the ghosts should be two levels lower than the Spirit Walker's character level (in analogy to the maximum level of the cohort received through the Leadership feat).
[Editor's Notes: (1) The Subtle Travel ability could allow the character to pass walls and other material objects, either those that have at least some cracks to slip through (similar to the Gaseous Form spell) or truly solid objects. (2) The original submission listed the Spirit Walk's duration as 2 rounds/level of the Spirit Walker after 15. This may have been a typo or may have referred to the total character level; it's currently changed to 2 rounds/level (in the prestige class) above 5. In addition, game masters may want to consider dropping the 25% chance of this ability functioning. It is a high level ability that is not used often (in most campaigns) - failure can be rather disappointing. Alternatively, one could make the duration chance-dependant.]