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Fax Celestis
2006-09-19, 11:37 PM
The Planar Adept is essentially a step taken upwards from the Shadowcaster, except that the Planar Adept is not limited to one planar influence. This class is designed to replace the Sorceror.

Abilities: A Planar Adept's Intelligence and Charisma scores are equally important.

Alignment: Any.

Hit Die: d4

Starting Gold : 3d4x10 gp.

Starting Age : As wizard (PH 109).

Class Features
Class Skills (2 + Int, x4 at 1st level): Concentration, Craft, Hide, Intimidate, Knowledge (all skills taken individually), Move Silently, Profession, Spellcraft, Spot

Weapon and Armor Proficiency: Planar Adepts are proficient with all simple weapons, no kinds of armor, and no shields.

Fundamentals (Su): As Fundamentals of Shadow, Tome of Magic pg. 112, except drawn from the Fundamentals list below in addition to the Fundamentals of Shadow listed in the Tome of Magic (pg. 139).

Spells : As Mysteries and Paths, Tome of Magic pg. 112, except with the following changes:
Spells are drawn from the Paths list below in addition to the Paths of Shadow listed in the Tome of Magic (pg. 140).
A Planar Adept with a planar focus other than Shadow has a different "tell", though a Planar Adept is not attuned enough to display such a tell until fifth level. These are annotated in the Special Abilities section. The DC 15 Spot check to notice the tell remains the same regardless of the form it takes.
The Planar Adept learns two spells per level instead of one.

Bonus Feats : As Bonus Feats, Tome of Magic pg. 113.

Sense Ability (Su) : At third level, a Planar Adept's connection to the planes reaches a sort of attunement, and the Planar Adept acquires a sense ability, selected from the list below. At seventh level, this ability improves.

Special Ability (Ex) : At fifth level and every five levels thereafter, a Planar Adept receives bolstering affects from the plane they are most attuned to. These are selected from the Special Abilities list below. A Planar Adept may only select one list to gain the benefits of, but it may differ from the planar sense ability chosen at level 3.

Planar Adept Progression
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +0 +2 Fundamentals, Apprentice Spells

2nd +1 +3 +0 +3 Bonus Feat (see text)

3rd +1 +3 +1 +3 Sense Ability

4th +2 +4 +1 +4 Bonus Fundamental

5th +2 +4 +1 +4 Special Ability

6th +3 +5 +2 +5 -

7th +3 +5 +2 +5 Apprentice Spells (Spell-Like); Initiate Spells

8th +4 +6 +2 +6 Bonus Fundamental

9th +4 +6 +3 +6 -

10th +5 +7 +3 +7 Special Ability

11th +5 +7 +3 +7 Sense Ability

12th +6/+1 +8 +4 +8 Bonus Fundamental

13th +6/+1 +8 +4 +8 Apprentice Spells (Supernatural); Initiate Spells (Spell-Like); Master Spells

14th +7/+2 +9 +4 +9 Unlimited Fundamentals

15th +7/+2 +9 +5 +9 Special Ability

16th +8/+3 +10 +5 +10 Bonus Fundamental

17th +8/+3 +10 +5 +10 -

18th +9/+4 +11 +6 +11 -

19th +9/+4 +11 +6 +11 -

20th +10/+5 +12 +6 +12 Bonus Fundamental, Special Ability[/table]

Uses Per Spell Per Day
{table]
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 1 - - - - - - - -

2 1 - - - - - - - -

3 1 1 - - - - - - -

4 1 1 - - - - - - -

5 1 1 1 - - - - - -

6 1 1 1 - - - - - -

7 2 2 2 1 - - - - -

8 2 2 2 1 - - - - -

9 2 2 2 1 1 - - - -

10 2 2 2 1 1 - - - -

11 2 2 2 1 1 1 - - -

12 2 2 2 1 1 1 - - -

13 3 3 3 2 2 2 1 - -

14 3 3 3 2 2 2 1 - -

15 3 3 3 2 2 2 1 1 -

16 3 3 3 2 2 2 1 1 -

17 3 3 3 2 2 2 1 1 1

18 3 3 3 2 2 2 1 1 1

19 3 3 3 2 2 2 1 1 1

20 3 3 3 2 2 2 1 1 1[/table]

Sense Abilities
Air
3. Airseeking: as a standard action, you can detect any creature with the (Air) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.
Chaos
3. Chaosseeking: as a standard action, you can use detect chaos.

7. The ability you gained at 3rd level is now usable as a swift action.
Earth
3. Earthseeking: as a standard action, you can detect any creature with the (Earth) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.
Evil
3. Evilseeking: as a standard action, you can use detect evil.

7. The ability you gained at 3rd level is now usable as a swift action.
Fire
3. Fireseeking: as a standard action, you can detect any creature with the (Fire) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.
Good
3. Goodseeking: as a standard action, you can use detect good.

7. The ability you gained at 3rd level is now usable as a swift action.
Law
3. Lawseeking: as a standard action, you can use detect law.

7. The ability you gained at 3rd level is now usable as a swift action.
Negative
3. Earthseeking: as a standard action, you can detect any creature with the (Negative) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.
Positive
3. Earthseeking: as a standard action, you can detect any creature with the (Positive) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.
Shadow
As Shadowcaster 3rd and 7th level "Umbral Sight" abilities.
Water
3. Waterseeking: as a standard action, you can detect any creature with the (Water) subtype within 60 feet.

7. The ability you gained at 3rd level is now usable as a swift action.

Special Abilities
Air
Tell: The Planar Adept (and only the Planar Adept) appears to be surrounded by a light breeze momentarily whenever they cast a spell.

5. Scorn Earth: At 5th level, the Planar Adept's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even "run" at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.

While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell.

10. At tenth level, the Planar Adept gains Resist Sonic 10.

15. Interpretive Winds: At fifteenth level, the Planar Adept becomes immune to spells or abilities that are language dependent.

20. At twentieth level, the Planar Adept gains immunity to sonic damage.
Astral
Tell: The Planar Adept appears to turn momentarily incorporeal during casting, though they do not actually do so.

5. At fifth level, the Planar Adept becomes able to use dimension door, as the spell, once per day.

10. At tenth level, the Planar Adept can use her dimension door spell-like ability three times per day.

15. At fifteenth level, the Planar Adept can use teleport, as the spell, once per day.

20. At twentieth level, the Planar Adept can use plane shift, as the spell, once per day.
Chaos
Tell: The Planar Adept's shadow writhes and shapes itself into unreal and unnatural shapes during casting.

5.

10. At tenth level, the Planar Adept gains DR 1/lawful.

15.

20. At twentieth level, the Planar Adept's DR increases to 4/lawful.
Earth
Tell: Parts of the Planar Adept's body appear to turn stonelike while casting.

5. At fifth level, the Planar Adept can cast stone shape, as the spell, once per day. This ability is only usable while in contact with the ground.

10. At tenth level, the Planar Adept gains DR 1/Starmetal.

15. At fifteenth level, the Planar Adept can cast statue, as the spell except self only, once per day. This ability is only usable while in contact with the ground.

20. At twentieth level, the Planar Adept's DR increases to 4/Starmetal.
Ethereal
Tell: The Planar Adept appears to go incorporeal while casting spells, but does not actually do so.

5. At fifth level, the Planar Adept can cast gaseous form, as the spell except self only, once per day.

10. At tenth level,

15. At fifteenth level, the Planar Adept can cast her gaseous form spell-like ability three times per day.

20. At twentieth level, the Planar Adept can cast ethereal jaunt, as the spell, once per day.
Evil
Tell: The Planar Adept's eyes glow red while casting.

5.

10. At tenth level, the Planar Adept gains DR 1/Good.

15.

20. At twentieth level, the Planar Adept's DR increases to 4/Good.
Fire
Tell: The Planar Adept's eyes reflect fire while casting.

5. Hand Afire: At fifth level, the Planar Adept can engulf her hands in flames as a move action. Her unarmed attacks with that hand are treated armed. Such attacks deal an extra 2d6 points of fire damage.

10. At tenth level, the Planar Adept gains Fire Resist 10.

15. Greater Hand Afire: At fifteenth level, when the Planar Adept activates her Hand Afire ability, her unarmed attack deals an extra 4d6 points of fire damage instead of 2d6.

20. At twentieth level, the Planar Adept becomes immune to fire.
Good
Tell: The Planar Adept's eyes glow white while casting.

5.

10. At tenth level, the Planar Adept gains DR 1/evil.

15.

20. At twentieth level, the Planar Adept's DR increases to 4/evil.
Law
Tell: The Planar Adept's shadow turns into a straight, shapeless line while casting.

5.

10. At tenth level, the Planar Adept gains DR 1/chaotic.

15.

20. At twentieth level, the Planar Adept's DR increases to 4/chaotic.
Negative
Tell: Lights around the Planar Adept appear to dim while casting, though they do not actually do so.

5.

10.

15. At fifteenth level, the Planar Adept is healed by negative energy and harmed by positive energy.

20.
Positive
Tell: Lights around the Planar Adept brighten while casting, though they do not actually do so.

5.

10.

15. At fifteenth level, the Planar Adept becomes immune to aging.

20.
Shadow
As Shadowcaster "Sustaining Shadow" 5th, 10th, 15th, and 20th level abilities.
Water
Tell: The Planar Adept's eyes reflect water while casting.

5. At fifth level, the Planar Adept can hold her breath for an amount of time equal to 4 x Con modifier rounds before needing to take a breath.

10.

15. At fifteenth level, the Planar Adept no longer needs to breathe.

20.

Paths
Fundamentals
All 0-level Sorceror/Wizard spells are Fundamentals.

Paths of Control
Alluring Charms (Apprentice)
1. Charm Person
2. Daze Monster
3. Suggestion

Leash the Mind (Initiate)
4. Charm Monster
5. Dominate Person
6. Mass Suggestion

Master of Puppets (Master)
7. Mass Charm Monster
8. Demand
9. Dominate Monster

Paths of Corrosion
Vitriol’s Bite (Apprentice)
1. Lesser Orb of Acid
2. Acid Arrow
3. Acid Breath

Acid in the Blood (Initiate)
4. Orb of Acid
5. Vitriolic Sphere
6. Acid Fog

Corroding the Soul (Master)
7. Slime Wave
8. Horrid Wilting
9. Storm of Vengeance

Paths of Death
Le Petit Mort (Apprentice)
1. Ray of Enfeeblement
2. False Life
3. Vampiric Touch

Flesh Fails (Initiate)
4. Enervation
5. Waves of Fatigue
6. Circle of Death

Life Fades (Master)
7. Finger of Death
8. Symbol of Death
9. Wail of the Banshee

Paths of Deception
Smoke and Mirrors (Apprentice)
1. Disguise Self
2. Mirror Image
3. Major Image

Lies within Lies (Initiate)
4. Greater Invisibility
5. Persistent Image
6. Veil

Breaking the Truth (Master)
7. Mass Invisibility
8. Screen
9. Superior Invisibility*

Paths of Defense
The Shield Unseen (Apprentice)
1. Shield
2. Protection from Arrows
3. Protection from Energy

Wards of the Flesh (Initiate)
4. Stoneskin
5. Contingent Energy Resistance
6. Repulsion

The Veil Impassable (Master)
7. Energy Immunity
8. Mind Blank
9. Prismatic Sphere
Paths of Defiance
Mage's Bane (Apprentice)
1. Dispel Ward
2. Obscure Object
3. Dispel Magic

The Spell Denied (Initiate)
4. Lesser Globe of Invulnerability
5. Break Enchantment
6. Greater Dispel Magic

Mystic Void (Master)
7. Spell Turning
8. Protection from Spells
9. Disjunction

Paths of Exorcism
Seal of Worlds (Apprentice)
1. Protection from Chaos/Evil/Good/Law (choose one)
2. Magic Circle against Chaos/Evil/Good/Law (choose one)
3. Avoid Planar Effects

Denying the Planes (Initiate)
4. Dimensional Anchor
5. Dismissal
6. Seal Portal

Closing the Gate (Master)
7. Banishment
8. Dimensional Lock
9. Imprisonment

Paths of Fire
Burning Sphere (Apprentice)
1. Lesser Orb of Fire
2. Flaming Sphere
3. Fireball

Sparks and Embers (Apprentice)
1. Burning Hands
2. Scorching Ray
3. Fireball

Bursting Flames (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity

Pyroclastic Potence (Initiate)
4. Wall of Fire
5. Firebrand
6. Fires of Purity

Utter Holocaust (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Meteor Swarm

Unyielding Flames (Master)
7. Delayed Blast Fireball
8. Incendiary Cloud
9. Detonate

Paths of Force
Focusing Force (Apprentice)
1. Magic Missile
2. Bigby's Warding Hand
3. Bigby's Striking Fist

Unseen Strength (Apprentice)
1. Magic Missile
2. Blast of Force*
3. Explosive Runes

Argent Might (Initiate)
4. Resilient Sphere
5. Wall of Force
6. Forceful Hand

Protection (Initiate)
4. Resilient Sphere
5. Bigby's Interposing Hand
6. Telekinetic Sphere

Restraining Force (Master)
7. Wall of Force
8. Bigby's Crushing Hand
9. Forcecage

Subtlest Power (Master)
7. Forcecage
8. Telekinetic Sphere
9. Crushing Hand

Paths of Ice
Creeping Chill (Apprentice)
1. Chill Touch
2. Snowball Swarm
3. Sleet Storm

Frigid Demise (Initiate)
4. Ice Storm
5. Cone of Cold
6. Freezing Spehere

Fury of Winter (Master)
7. Ice Claw
8. Polar Ray
9. Obedient Avalanche

Paths of Insight
Subtle Insights (Apprentice)
1. True Strike
2. See Invisibility
3. Clairaudience/Clairavoyance

The Eye Unseen (Initiate)
4. Scrying
5. Prying Eyes
6. True Seeing

Through the Oculus (Master)
7. Greater Scrying
8. Moment of Prescience
9. Foresight

Paths of Knowledge
Hidden Knowledge (Apprentice)
1. Identify
2. Locate Object
3. Tongues

Forgotten Lore (Initiate)
4. Locate Creature
5. Contact Other Plane
6. Analyze Dweomer

Forbidden Secrets (Master)
7. Vision
8. Discern Location
9. Hindsight

Paths of Passion
Fear and Loathing (Apprentice)
1. Cause Fear
2. Scare
3. Rage

Sorrow and Sadness (Initiate)
4. Crushing Despair
5. Bolts of Bedevilment
6. Symbol of Fear

Wrath and Madness (Master)
7. Insanity
8. Maddening Whispers
9. Stormrage

Paths of Shadow
Hidden in Shadows (Apprentice)
1. Net of Shadows*
2. Darkness
3. Shadow Binding*

Shaping the Darkness (Initiate)
4. Shadow Conjuration
5. Shadow Evocation
6. Shadow Walk

Midnight Penumbra (Master)
7. Greater Shadow Conjuration
8. Greater Shadow Evocation
9. Shades

Paths of Song
Chords of Power (Apprentice)
1. Lesser Orb of Sound
2. Shatter
3. Sculpt Sound

Mystic Melodies (Initiate)
4. Orb of Sound
5. Song of Discord
6. Sympathetic Vibration

Discord and Cacophony (Master)
7. Great Shout
8. Symphonic Nightmare
9. Wail of the Banshee

Paths of Security
Safekeeping (Apprentice)
1. Alarm
2. Arcane Lock
3. Nondetection

Paths of Summoning
Calling of Allies (Apprentice)
1. Summon Monster I
2. Summon Monster II
3. Summon Monster III

Binding of Spirits (Initiate)
4. Summon Monster IV
5. Lesser Planar Binding
6. Planar Binding

The Opened Gate (Master)
7. Instant Summons
8. Greater Planar Binding
9. Gate

Paths of the Sun
Sunlight's Glint (Apprentice)
1. Luminous Gaze
2. Continual Flame
3. Daylight

Sunlight's Glare (Initiate)
4. Blistering Radiance
5. Prismatic Ray
6. Ray of Light

Sunlight's Radiance (Master)
7. Radiant Assault
8. Sunburst
9. Prismatic Sphere

Paths of Thunder
Dark Clouds (Apprentice)
1. Shocking Grasp
2. Electric Loop
3. Lightning Bolt

Knives of Lightning (Initiate)
4. Orb of Electricity
5. Ball Lightning
6. Chain Lightning

Storm and Fury (Master)
7. Control Weather
8. Lightning Ring
9. Stormrage

Paths of Time
Defy the Hourglass (Apprentice)
1. Nerveskitter
2. Lesser Celerity
3. Haste

Twist the Sands (Initiate)
4. Celerity
5. Permanency
6. Contingency

Walk Outside Time (Master)
7. Temporal Stasis
8. Greater Celerity
9. Time Stop

Paths of Transformation
Flesh Reshaped (Apprentice)
1. Enlarge Person/Reduce Person (Choose One)
2. Alter Self
3. Gaseous Form

Body Reforged (Initiate)
4. Polymorph
5. Baleful Polymorph
6. Flesh to Stone/Stone to Flesh (Choose One)

Soul Reborn (Master)
7. Statue
8. Polymorph Any Object
9. Shapechange

Paths of Travel
Stepping Through Space (Apprentice)
1. Benign Transposition
2. Baleful Transposition
3. Phantom Steed

Doors of Reality (Initiate)
4. Dimension Door
5. Teleport
6. Greater Teleport

Planeswalking (Master)
7. Plane Shift
8. Maze
9. Teleportation Circle

Paths of Undeath
Defiled Graves (Apprentice)
1. Summon Undead I
2. Command Undead
3. Undead Lieutenant

Unhallowed Souls (Initiate)
4. Animate Dead
5. Summon Undead V
6. Create Undead

Dark Revenants (Master)
7. Control Undead
8. Create Greater Undead
9. Plague of Undead

Paths of Weaponry
The Unheld Weapon (Apprentice)
1. Persistent Blade
2. Cloud of Knives
3. Blade of Pain and Fear

The Offensive Blade (Initiate)
4. Dance of Blades
5. Howling Chain
6. Greater Luminous Assassin

Transformation (Master)
7. Transformation
8. Body of War
9. Dragonshape

Fax Celestis
2006-09-19, 11:37 PM
Now, here's where I need help: I need Special Abilities and more Paths.

Care to assist?

Mephibosheth
2006-09-20, 10:28 AM
Could you perchance post a brief, simple explanation of Paths and Fundamentals and what sort of Special Abilities you're looking for so that those financially-challenged among us that don't have access to Tome of Magic can help a bit? If it is too much work, don't bother, but if it's something you could throw together in a few minutes, I'd be happy to contribute.

Mephibosheth

Umbral_Arcanist
2006-09-20, 04:48 PM
Oooooo. I like it, alot, unfortunatly i canna help as i have almost no spare time right for thinking up things....

A little more explanation would help too as i find it a wee bit confusing, love the idea though.....

martyboy74
2006-09-20, 07:12 PM
You may want to change the name; Thaumaturgist (http://www.d20srd.org/srd/prestigeClasses/thaumaturgist.htm) is already taken, and those seem rather...close.

Fax Celestis
2006-09-20, 09:56 PM
Here's the quick-n-dirty on Shadow magic (which is essentially what this is):

Fundamentals are supernatural abilities that function like cantips or orisons.
Each level, you learn a new mystery (or in this case, spell). In order to learn a spell, you have to learn the preceding spell in the path as well as have an int score equal to 10+spell level.
At a specific point (delineated on the chart) one's apprentce spells becomes spell-like abilities. At a further point, your apprentice spells become supernatural abilities (and therefore uncounterable and other nifty stuff), and your initiate spells become spell-like abilties.
You are able to cast each spell a number of times per day as designated on the smaller chart..and that's Per Spell, not Per Spell Level. Basically, you have something similar t sorceror casting without the suck.
You also gain bonus "metashadow" feats equal to 1/2 the number of paths you currently have.

As for the "Special Abilities", the one for the Shadowcaster is "Sustaining Shadow", which first reduces and then later removes your need to eat, sleep, and breathe, since you are tapping into the power of the Plane of Shadow for sustenance.

I think that's about all I can say without getting hammered for copyright infringement, but let me recommend the Tome of Magic right now. The book is Teh Awesum.

And since Thaumaturge is (apparently) already taken, anyone have other suggetsions?.

Umbral_Arcanist
2006-09-20, 10:39 PM
Maybe some form of elemental mage, though elemental savant taken.... hmmmm,


Myabe come up with a fancy term for universe or matieiral or something to denote the fact the caster has abilties related to the "elements"/planes


EDIT: you seem to have more paths than the Shadowcaster, do you give them more spells known? that would seem appropriate, then again i believe a bonus feat can be spent to learn new mysteries/spells

Fax Celestis
2006-09-20, 10:48 PM
I'm considering dropping the HD to a d4 and increasing his spells known...perhaps 2/level instead of 1/level.

Also, as for paths, this is just the tip of the iceberg.

PS: And I just realized. D1 helped me a metric ton with this, and I didnt' even thank him. What a jerk i am. Thank you D1!

Fizban
2006-09-20, 10:59 PM
Niiiiiiiice.
The only complaint I have is that the shadowcaster had MAD, but that's not your fault.

Oh, you might want to get rid of the "your shadow uses different somatic components thing", and maybe replace it with another sort of "tell".

Anyway, this definitely appeals to my "I don't care if it's not optimal, this rocks!" nature.

Fax Celestis
2006-09-20, 11:06 PM
Niiiiiiiice.
The only complaint I have is that the shadowcaster had MAD, but that's not your fault.

Oh, you might want to get rid of the "your shadow uses different somatic components thing", and maybe replace it with another sort of "tell".

Anyway, this definitely appeals to my "I don't care if it's not optimal, this rocks!" nature.
It's not as bad as MAD could be. It's only Int+Cha (+Dex or +Con optional), instead of the monk's Str+Dex+Con+Wis or the Paladin's Str+Con+Wis+Cha.

As for balance, I've noted that while far less uber than standard wizards, Shadowcasters are not slouches and can cast pretty damn well.

As soon as I polish this, I'll be using it as a substitute to the Vancian magic system in all my games.

But in the meantime, it needs some polish (and perhaps some more paths).

I_Got_This_Name
2006-09-21, 09:25 AM
I'd probably upgrade the elemental seekings to include non-creature sources of the elements. I know the OA Shugenja had something like that; I don't know if the one in Complete Divine does.

Of course, that would give Positive-seeking the ability to sense all creatures. Then again, OA Detect Elements did so too.

Might want to give variable ranges on them, then; the more versatile senses are shorter range.

Fizban
2006-09-21, 11:21 PM
It's not as bad as MAD could be. It's only Int+Cha (+Dex or +Con optional), instead of the monk's Str+Dex+Con+Wis or the Paladin's Str+Con+Wis+Cha.

As for balance, I've noted that while far less uber than standard wizards, Shadowcasters are not slouches and can cast pretty damn well.

As soon as I polish this, I'll be using it as a substitute to the Vancian magic system in all my games.

But in the meantime, it needs some polish (and perhaps some more paths).

I guess that's what happens when you never get to play......
As for more spells, I've been thinking about the spell compendium lately, and how it has so many spells I like. Some of those might give you some inspiration, I don't have much time to help myself though. Special abilities.....well, they can't be too major, I'd say slowly grant outsider traits as a default. It works for almost anything and can at least hold a place until you get something more creative.

Fax Celestis
2006-09-21, 11:45 PM
Outsider traits is perfect, but I don't have the necessary reference books at my disposal here. I'll have to add those in later.

I've also been taking some spells out of the SC already, and will be doing more of the same when I really sit down and slave on this. Probably tomorrwo.

belboz
2006-09-22, 12:08 AM
Thanks for the clarifications. Here are a few random special ability ideas. Not knowing the specifics of how the "shadow" abilities work, I'm not going to try to balance these in terms of crunch--think of them as themes for abilities, not actual abilities:

Positive: Regen, healing, and protection from undead are the obvious ones.

Etherial: Perhaps a blur effect, segueing into invisibility?

Air: Flight (with increasing speed and maneuverability) is the obvious one. To keep this from being unbalancing at 5th level, perhaps start out by severely limiting *altitude* as well (so you can float over, say, trapdoors , but not out of range of attacks).

Fire: Blindsight (you're getting your light directly from the plane of fire), cold resistance

Good/evil/law/chaos: Protection from (opposing alignment) and DR x/(opposing alignment) are obvious ones.

Water: Fast swimming, water breathing? Maybe some resistance to fire and/or dessication damage?

Astral: Hm. Something relating to planar travel, perhaps.

Fizban
2006-09-22, 03:10 AM
Unfortunatly, the sustaning shadow abilities are really really minor. You slowly reduce the amount you need to eat and sleep, eventually you don't need to breathe. The outsider traits give you a lot of the same things, while fitting the "other planar influence thing".

I look forward to seeing this tomorrow then :)

Fax Celestis
2006-09-22, 03:25 AM
I dunno, not needing to breathe is actually rather powerful. Gas attacks and inhaled poisons don't work on you, you can't drown, etc.

Umbral_Arcanist
2006-09-24, 05:39 PM
I dunno, not needing to breathe is actually rather powerful. Gas attacks and inhaled poisons don't work on you, you can't drown, etc.

Drowning can't kill you anyway.......

Fax Celestis
2006-09-24, 06:01 PM
Drowning can't kill you anyway.......
Only by a technicality.

Fax Celestis
2006-09-24, 06:41 PM
Updates: changed name, included many Special Abilities. Still need abilities for the following:

Chaos 5 & 15, Ethereal 10, Evil 5 & 15, Good 5 & 15, Law 5 & 15, Negative 5, 10, 15, & 20, Positive 5, 10, & 20, and Water 5, 15, & 20. Also potentially "replacement" Shadow skills, to bring to balance.

Collin152
2006-09-24, 08:02 PM
Drowning can't kill you anyway.......
Explain how. (Money can be exchanged for goods and services.)

Fax Celestis
2006-09-24, 08:07 PM
Explain how. (Money can be exchanged for goods and services.)
The drowning rules take you to 0 hp, but you don't die until -10.

martyboy74
2006-09-24, 09:14 PM
Maybe for one of the water abilities, give you the Hold Breath abilty? Level 5 probably.

Fax Celestis
2006-09-24, 09:51 PM
Maybe for one of the water abilities, give you the Hold Breath abilty? Level 5 probably.
Good idea.

Umbral_Arcanist
2006-09-28, 10:31 PM
Honestly the abilties for the elements could be the same as sustaining shadow....... (IMO)

I_Got_This_Name
2006-09-29, 09:29 AM
I might even go so far as to say that this character might just get Sustaining Shadow, with new flavor (sustained by an element, or by the planes of alignment); possibly change the order of abilities depending on what they get, but otherwise keep it the same.

Remember that full-on Water Breathing is a spell lasting two hours per level, divided up among its people, accessible at level 5 (3rd level spell), so I don't have a problem with a Water Adept getting the ability to breathe water right off the bat.

Southern Cross
2010-10-12, 02:29 PM
How about,as a fifth level ability good & evil planar adepts have the power to smite the opposite alignment?

LibraryOgre
2010-10-12, 04:04 PM
The Mod Wonder: Closed for necromancy.