Fear Walker

"You have a reason to be afraid."

Prerequisite: Dragonborn, dragonfear racial power

The ability to affect others with supernatural draconic fear changes the way a dragonborn sees the world. Dragonborn are already proud, and seeing other creatures flinch and cringe before him or her only swells that pride. Pleased by others’ reactions, they learn how to focus the dragonfear they wield. They hone it into a weapon and force enemies to their knees, tears streaming from their faces in terror. It is an exhilarating feeling that the best fear walkers learn to control.
    Your mastery of others’ fear is still growing, but it is already formidable. When you choose, you make enemies grovel at your feet, and you’ve found few you cannot make fear for their lives with choice words and a threatening stance. Soon, you will achieve the same skill with this ability that the dragons themselves wield.

FEAR WALKER PATH FEATURES

    Fear Mastery (11th level): You gain a +2 bonus to damage rolls with fear powers.
    Fear Walker's Action (11th level): When you spend an action point, one creature you can see cannot attack you until the end of your next turn or until you attack it. Creatures immune to fear are immune to this effect.
    Understanding of Fear (11th level): You gain a +2 bonus to Insight and Intimidate checks, and you are immune to frightful presence.
    Walking with Terror (16th level): You gain a +2 power bonus to attack rolls with fear powers against targets adjacent to you.

Fear Walker Attack 11Wave of Terror

Your foes hold you in such fear that it forces them to their knees.

Encounter        Fear, Psychic
Standard Action      Close burst 2

Target: Each enemy in the burst

Attack: Strength +6 or Charisma +6 vs. Will
Level 21: Strength +9 or Charisma +9 vs. Will

Hit: 2d8 + Strength or Charisma modifier psychic damage, and the target falls prone. Until the end of your next turn, if you are next to the target, it cannot stand.


Fear Walker Utility 12Aura of Fear

You radiate fear that causes your enemies to flinch away from you.

Daily        Fear, Psychic, Stance
Minor Action      Personal

Effect: Until the stance ends, when a nonminion enemy starts its turn within 2 squares of you, it must end its turn farther from you or take 10 psychic damage.


Fear Walker Attack 20Dragonfear Overwhelming

You force your presence into your enemies’ minds, making them unable to think of anything but the terror they have of you.

Daily        Fear
Standard Action      Close burst 10

Target: One, two, or three enemies in the burst

Attack: Strength +9 or Charisma +9 vs. Will

Hit: The target is stunned (save ends).

  Aftereffect: The target takes a -2 penalty to attack rolls (save ends).


Published in Dragon Magazine 388.