Probably the second-to-last base class (still need to do Magitechnician). WIP.
PLANESWALKERPicture Credit: Google Image Search "I have become every universe that mankind ever imagined."-Sarullia, planeswalker pioneer
The Planes are a series of virtual locations which collectively make up the Metaverse, a magical construction of alternate consciousness. The Oracle is a manifestation of the Metaverse -- more specifically, the arcane machinery which makes it run -- which DivHeads take a great interest in, but there is much more to the Metaverse than that. A Planeswalker is a character who takes on characteristics of the particular planes she is attuned to.
MAKING A PLANESWALKER Short description of play style.
Abilities: The important abilities and why they are important.
Races: Any.
Alignment: Any, but usually true neutral. Most characters with extreme alignments feel uncomfortable taking on aspects of opposing planes.
Starting Gold: 5d4x10(125 gp)
Starting Age: As cleric.
Class SkillsThe Planeswalker's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Gather Information (Cha), Natural Lore (Wis), Negotiation (Cha), Persuasion (Cha), and Scholarship (Int).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Table: The Planeswalker | HD: d8 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Meta-path, planar attunement (1 node) | Planar augmentation (1 ability) | -- | Suppress aura | Meta-essence | Bonus feat | Planar augmentation (2 abilities) | Planar attunement (2 nodes) | Access plane 1/day | Manifest virtuality | Bonus feat | Planar augmentation (3 abilities) | -- | Access plane 2/day, planar attunement (3 nodes) | Assumption | Bonus feat | Planar augmentation (4 abilities) | -- | Access plane 3/day | Font of worlds, planar attunement (4 nodes) |
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Nodes | 3 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 | 13 | 13 |
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Weapon and Armor Proficiencies: A planeswalker is proficient with simple weapons, and with light and medium armor and shields (but not tower shields).
Meta-path: When beginning this class, a planeswalker chooses one of two paths: that of the Inner Planes, or that of the Outer Planes. The chosen path determines which nodes a planeswalker can acquire (see Planar Attunement).
Planar attunement (Su): A planeswalker learns to attune herself with particular planes, gaining benefits depending on the chosen plane. To do so, she codifies the essence of a plane into a planar node, which she can activate and attune at the beginning of the day. The attunement process requires 1 minute of concentration; a planeswalker may make a rushed attunement as a full-round action, but then she suffers a -5 penalty on all attunement checks made for that node (see Node abilities, below). While attuned to a planar node, a planeswalker is immune to the negative effects of that plane, as per the
avoid planar effects spell.
If she attunes to an outer-planar node, a planeswalker is treated as having the alignment associated with that plane, for the purpose of spells and effects that depend on alignment (such as
detect evil,
protection from evil, etc.). If the planeswalker is of a high enough level to attune to more than one node, she chooses which alignment to manifest. For example, an 8th-level planeswalker that attuned to both Gehenna and Arboria could choose to detect as Lawful Evil, Neutral Evil, or Chaotic Good. The manifested alignment has no bearing on the planeswalker's actions or actual alignment.
If she attunes to an inner-planar node, a planeswalker is treated as having the elemental subtype associated with that plane, for the purpose of spells and effects that depend on subtype (such as
glyph of warding). If the planeswalker is of a high enough level to attune to more than one node, she chooses which subtype to manifest. For example, an 8th-level planeswalker that attuned to both Smoke and Water could choose to manifest the Fire, Air, or Water subtype.
A planeswalker who gains access to a planar node which is neither Inner or Outer (for example the Shadow Node) displays neither an alignment or a subtype.
At first level, a planeswalker has acquired 3 planar nodes chosen from her selected track, and can attune herself with one node at a time; at higher levels, she prepares more nodes, and can attune herself with multiple nodes, as shown on the table above. She must attune with each node individually. An attuned planeswalker remains attuned to a given node for 24 hours. The node cannot be targeted or deactivated by any means except for the Deactivate Node feat, nor can the effects be suppressed except by an
antimagic field or similar effects. The DC for any effect granted by a node is equal to 10 + 1/2 planeswalker level + Intelligence modifier.
Node abilities (Su): A planeswalker gains abilities based on her level and the nodes she attunes, as detailed in the node descriptions below. Each ability a planeswalker gains from a node has a condition which, when met, requires an attunement check. To make an attunement check, a planeswalker rolls 1d20 + her planeswalker level + her Intelligence modifier against an attunement DC based on the particular ability; if she fails, she suffers the penalty detailed in the node ability description. Making an attunement check does not require an action. A planeswalker may choose any tier of an ability for which she meets the level prerequisite; once chosen, she may not switch her choice until she deactivates and re-attunes to a node (see above), unless she has the Metanode feat.
Planar augmentation (Su): Beginning at 2nd level, a planeswalker can bolster her body by attuning closely to a node. Whenever she rolls a 15 or above on an attunement check, but no more than once per round, she gains the benefit of one ability of her choice from the following list for one round; if she rolls a natural 20, the benefit lasts for 1 round per planeswalker level. As a planeswalker attains higher levels, she can make additional selections from the list. She gains one additional ability at 7th, 12th, and 17th level (to a maximum of four selections at 17th level). She can choose a single ability multiple times, and their effects stack.
Planar Augmentation Abilities- 5 temporary hit points
- Energy resistance 5 (acid, cold, electricity, fire, or sonic)
- +1 insight bonus on saving throws
- Damage reduction 1/—
- +1 insight bonus to Armor Class
- +1 insight bonus on attack rolls
- +1 insight bonus on damage rolls
- +2 insight bonus on initiative checks
Suppress aura (Ex): At 4th level, a planeswalker can choose not to manifest the alignment or subtype that normally accompanies an attuned node. She can suppress or reveal the alignment or subtype as a swift action. However, on any round in which she fails an attunement check, she must display the alignment or subtype.
Meta-essence: A planeswalker of 5th level or higher has attuned herself to the planes so often that the essence of her being is permanently altered. Her type changes to outsider (native), and she gains darkvision 60 ft (if she didn't have it already) and DR 5/magic.
Bonus feat: Beginning at 6th level, a planeswalker gains a bonus planeswalker feat for which she meets the prerequisites. She gains an additional planeswalker feat at 11th and 16th level.
Access plane (Su): At 9th level, a planeswalker can travel freely between the Material plane and any one plane she is attuned to once per day (i.e., one trip there, one trip back). She can bring up to 8 other willing creatures with her, provided all link hands with her. This ability otherwise works like the
plane shift spell. A planeswalker gains an additional daily use of this ability at 14th and 19th level.
Manifest virtuality (Su): Beginning at 10th level, a planeswalker learns to impose the environment of her attuned planes on the world around her. The planeswalker can create a 20-foot-radius area that emulates the environment of any plane to which she is currently attuned. This area mimics all traits of the chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits (but not time traits).
Activating this ability is a standard action that does not provoke attacks of opportunity, and dismissing the bubble is a swift action. While a planar bubble is active, the planeswalker loses access to the other abilities of that node. A planeswalker can have only one planar bubble active at a time; she can maintain a planar bubble for a total of two rounds per planeswalker level per day, divided up into one-round increments.
Assumption (Su): A planeswalker of 15th level or higher can completely infuse her being with the essence of a plane for which she succeeded on her attunement check. This functions as the alternate form special ability, except as noted here. The planeswalker can assume the form of any type of outsider or elemental that is native to one of her currently attuned planes. The maximum hit dice of a creature whose form she can assume is equal to her planeswalker level, and she cannot assume the form of templated creatures. In addition to the normal effects of alternate form, the planeswalker gains all the outsider's extraordinary, supernatural, and spell-like abilities, but not any spellcasting ability. Use the planar encounter tables beginning on page 187 of the Planar Handbook as a guide to the native outsiders of each plane.
Activating this ability is a full-round action, and dismissing it is a move action. While the planeswalker is using this ability, all other abilities granted by her attuned nodes (except the immunity to planar effects and the consequences for failing an attunement check) are suppressed. A planeswalker may use this ability once per day per attuned node, and it lasts for up to 10 minutes per planeswalker level.
Font of worlds: At 20th level, a planeswalker's familiarity and intuitive understanding of the outer planes are unparalleled. Whenever the planeswalker uses her manifest virtuality ability, she may manifest any combination of the appropriate traits she pleases (again excluding time traits). She is immune to the negative effects of this bubble as she chooses, as if she had attuned a planar node.
PLAYING A PLANESWALKER Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
PLANESWALKER IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
PLANESWALKER IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC PLANESWALKER Hit Die: d8
Skills Points at Each Level : 4 + Int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th