The interdimensional secret police of far-flung Dolan, the Edgewalkers have long since broken from the violent, decadent world and have plunged themselves into a world of their own.
Mining Neo-Florida for the specific metals and materials required for their Judgement Type Gear, the Edgewalkers are a force to be reckoned with by any who comes across them.
Somewhat fascist in their techniques, the common Edgewalker has the resources to get the job done through a dazzling array of techniques, exclusive spells, and the training necessary to kill anything that crosses them.
And they are SO ready to kill anything that crosses them.
To be fair, they also use a cross-up of brainwashing, hard training tactics, and possibly psychic torture in order to achieve their perfect ranks.
Hit Dice: d8
Starting Skill points: (3+Int Mod) x5
Skill points: 5+Int Modifier
Starting Golds: 1d20 x 5
Class Skills: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Edgewalker Tenets (Int), Profession (Wis), Ride (Dex), Spot (Wis), Search (Int), Gather Information (Cha), Disguise (Cha), Sense Motive (Wis), Craft: Weapon (Int), Sleight of Hand (Dex), Escape Artist (Dex), Move Silently (Dex), Alchemy (Wis), Pilot (Dex or Int), Navigate (Int), Drive (Dex or Int), Intimidation (Cha), Controlled Breathing (Con), Poisons (Int), Read Lips (Int), Research (Int), Computer Use (Int), Demolitions (Int)
Class basic abilities: Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon Proficiency (Judgement Type Gear), All Armor Proficiency, All Shield Proficiency (except Tower Shields). Proficient in martial arts and counts towards Monk prerequisites for new martial arts/ki abilities.
Exotic Weapon (Judgement Type) – there are three special weapons allowed only to The Edgewalker class. Any others who are found with them are immediately killed by Central and Inverse forces. The keeping of these weapons are normally passed down by families found in the House of Inverse. Due to the strange nature of these weapons, any who attempt to defend against them get a natural -1 to their rolls. Any attempt to USE the weapons are set at -5 to hit, defend, or damage.
The weapons are as follows:
Falcon Glaive – “the sword of a thousand edges,” the Falcon Glaive is the standard first choice for all Walkers. It can be used as a whip, as a sword, or as climbing material/rope. There is also a self-destruct mode that can shred even stone to liquid in a 100 foot radius. This can be set with a timer if the Walker has a high enough skill.
>1d12, +1 to hit, 17-20 crit x3, 50 ft reach (if used in whip form), L sized weapon, P/S
>Suicide Mode - 10d100, crit x10, 100 foot radius, (if user has a Craft: Weapons skill with a total of 10, can place a timer on it. With a total of 10+1d20 dice roll, DC 20, can also detonate via remote-control)
Multistaff – an intricate, almost delicate weapon of immense power. It contains within it a tri-staff, dual nunchucks, the Hammer of Justice, a mini-hammer that doubles as their personal chop/seal, dual chain-whip, and also contains the following: chain-rope, halberd (for polearm mode), spearhead (for spear mode), line and reel (for fishing mode), and can act as a secondary P.B. (complete with a trace for tracking).
>Staff - 1d12+5, +1 to hit, crit x3, 10 ft reach, L sized weapon, B
>Tristaff - 2d10, +1 to hit, 17-20 crit x2, 10 ft reach, disarm+1
>Nunchucks - 2d12, crit x4, M sized weapon
>Hammer - 3d8, crit x5, sunder+5,
>Spear - 1d10, 17-20 crit x3, 10 ft reach, thrown 30 ft
>Halberd - 1d12, crit x3, 10 ft reach, trip+1
Puzzle Box – the strangest of the three, it takes a mere standard action to transform the puzzle box into any other form of weapon or shield. For the highest leveled Walkers, they can transform it as a free-action or mid-combination. Deals standard damage for that type of weapon (or shield) but with “(17-20 crit x5) and +2 to hit. With a Craft: Weapons skill of 20, the Puzzle Box can create two versions of each weapon as a free action. This cannot be done with weapons/shield already registered with the current Puzzle Box.
NOTE: transforming the Puzzle Box may take a situational roll at GM's discretion. A crit success enhances the attempted weapon transformation by (To Hit)+1
Kensai - allows the user to take a standard action to imbue their weapon with elemental power, doubling the damage output by but halving damage output against opposing elements.
Sousei - allows the user to summon an elemental spirit to fight by their side, based on the element they have imbued into their weapon. NOTE: all bonuses and blonuses take effect.
Shinsei - allows the user to fuse with their elemental summon, driving their abilities to new heights. NOTE: all bonuses and blonuses take effect.
Round Wave – Specific ability that augments the Falcon Glaive. Performs a special attack that utilizes the range of the Glaive at maximum, slashing all targets that surround the user for maximum damage. Can also hit friendly targets. If user gives up half of their current energy points, they can create a special shield that remains around them for 1d6 rounds, damaging all that touches it.
Break Point – Specific ability that augments the Multistaff. The staff's reach and hardness doubles, and all sundering attempts gain +10 to hit.
Decouple – Specific ability that augments the Puzzle Box. Allows the user to transform the Puzzle Box as part of a combination or free action without provoking AoO.
Be Anyone – through specific training in alchemy, the Edgewalker learns how to create masks of such astounding detail that they can Take 20 to all checks using that mask. While wearing the mask, the Edgewalker gains the ability to sound exactly like the person it's modeled after. They must have at least an hour to study a picture or depiction of the target before they make the mask. Making a mask in such a manner takes up an entire day. The ingredients for such a mask are easily obtained in any standard market, and few would know to look for those particular ingredients.
Minicon Homonculus – an Edgewalker's P.B. is different than a normal P.B. The artificial intelligence within it can take a physical form (a tiny version of the user) that cannot go further than 20 feet away from the user. This avatar-homonculus (known as a Minicon) can take on the stats of the user and can copy any of their attacks. Has the same HP/EP, Elan: 0g, one attack action per round, all skills/spells/abilities, and weapons and armor of the user. Can be banished, sundered, and faces the usual blonuses towards energy attacks. When user shifts their element to a new element, the Minicon matches it.
Elemental Shift – allows the user to shift their element, no matter what they started at. Must pass a Fort save of DC 15. At level 10, this shift can be done during battle as a standard action.
Desperation Art: Savatage – upon 15% hp, the user can enter into a Trance-like state. They can no longer be flanked, are never flat-footed, and can perform overhead attacks that ignore most shields (except for Tower Shields). Is considered always in motion, and can counter Attacks of Opportunity. Moving is a free action.
Secret Art: And Then There Was None – upon hitting level 20, the Edgewalker is able to overcome great odds by absorbing energy directly from the battlefield. For each kill that has occurred since the start of combat, the Edgewalker gains DmR+1, Damage+1, HP+10, and EP+10. This can be activated at any time so long as the Edgewalker is holding onto their Judgement Type Gear, and can only be done once per day.
Spells
The Edgewalkers have a special form of magic which has been created for only their use. Any outside of the Edgewalkers who learn even the weakest of these spells are summarily hunted down and executed.
It's Your Decision – 10 ep. Either grants 10 ep or 20 hp to the target.
The Regulator – 25 ep. When used on a target, damage is dealt to their HP by their ep total. If the user uses it on themselves, it swaps their current HP for their current ep.
Immortal Techniques – 25 ep. Lasts until end of combat. If user is dropped below 1 hp, they will remain at 1 hp unless more damage is dealt tot hem than their HP total.
Taxation: Low – 25 ep. Places a curse upon the target that lasts for 1d6 rounds. Whenever target takes damage to HP, they take damage to their EP as well.
Taxation: High – 25 ep. Places a curse upon the target that lasts for 1d6 rounds. Whenever target takes damage to HP, they take twice as much damage.
Cool Sniper – 50 ep. Places a curse upon the target that lasts for 1d6 rounds. Any and all targeted attacks gain +5 to hit.
Immaculate Conception – 50 ep. Creates a perfect clone of the user that lasts for 1d4 rounds. The clone only has one standard action per round.
Ironbound – 100 ep. Doubles the user's dexterity until the end of the round. If used as a counter, devours their entire current store of EP.
Ludaluda – 100 ep Exchanges the user's current HP with one target's. Ignores gnosis, but can be resisted.
Mean Measures – Takes 90% of the user's current EP. Places an irresistible curse upon the target that grants the following blonuses: -10 to hit, damage output is halved, -10% hp damage per action, cannot use anything that requires EP, Elan halved, cannot crit, and Crit Success and Magic Number now read as “Crit Failure.”
Specializations
At certain levels The Walker gains access to two different forms of specializations. Truly advanced Walkers can learn them all, but not all Walkers gain the luxury of old age. Note: you must choose one, then undergo a special mission to unlock the other. You must completely learn everything in one list before starting in on the other.
Install: EX – each of these can only be used once per day.
1 - Violence Install – special ability that allows the user to doubles their strength modifier while Kensai is activated.
2 – Megatroid – special ability that allows the user to double their EP total (not current store of HP) while Sousei is used.
3 - Gatling Blades – by taking a standard action, the user can create a gate that magnifies the reach and size of their weapon without affecting the weight. Adds +1d20+Str to attacks used by the weapon in this sense.
4 – Massacre – unlocks the Puzzle Box's “Extreme Mode,” revealing a combination sword/polearm/whip weapon with the following stats: 1d20+Str mod, 18-20 crit x5, 10 ft reach (50 if used in whip mode). Total Defense: perfect counter (if targeted, will immediately negate and counter a physical attack of it's own free will).
5 - Hard Battler – while in motion, the Edgewalker doesn't provoke AoO. For each attack they successfully land while in motion, the Edgewalker can perform yet another attack (up to 1d8 attacks). Each time an attack successfully lands, the attack adds Stun Damage+5 (versus target's Shock save). When not in motion, user cannot be countered (unless a direct dice-off allows for it in cases of targets with higher Elan) and AC is doubled. If Hard Battler (in motion) is used, user gives up their normal attack round.
Juggernaut: EX – each of these can be used only once per day.
1 - Dark Defense – creates a special Mana Shield that acts like a floating Tower Shield. Negates long-range targeted attacks, crits, and has a natural AC of 15. If user pays 50% of their EP total, the shield can be worn on top of their armor, granting all bonuses to their current armor. Dark Defense lasts for 1d4 rounds.
2 - Black Sunshine – casts 1d10 jagged bolts of black lightning that do 2d20 damage each.
3 - Pretty Noose – The feared “spell of confession,” creates a small, thin wire of magic that chokes the life out of the target. The target has 1d4 rounds to answer the user's questions truthfully or they'll be choked. If they don't answer truthfully in 1d3 more rounds, they'll be decapitated completely. NOTE: won't work on targets that don't breathe, and can't decapitate targets without a head.
4 – Massive Arrow – 2d10 version of Magic Missile. Arcs and ignores cover and shields. Has a +5 to hit versus magic shields and sundering attempts.
5 - The Rampage – Upon casting this spell, until the end of combat user's weapon gains “+damage suffered” to damage attacks. For each point of damage the user takes, their weapon gains a point in damage dealt. This total resets at the end of combat.