Fear Walker
"You have a reason to be afraid."
Prerequisite: Dragonborn, dragonfear racial powerThe 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.
Wave of TerrorFear Walker Attack 11
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.
Aura of FearFear Walker Utility 12
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.
Dragonfear OverwhelmingFear Walker Attack 20
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.