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Gnorman
2009-09-22, 11:57 PM
Part spontaneous Conjurer, part Ardent, and part non-alignment-specific Malconvoker, the Planeswalker is hopefully designed with plenty of Planescape fluff in mind. Obviously quite indebted to Frank and K's Summoner class, though expanded in scope. Let me know what you think!

The Planeswalker

Some spellcasters gain their powers through study. Others through their blood. Still others, however, learn to channel the very essence of the planes. Every Planeswalker begins with knowledge of conjuration, especially spells in the subschools of teleportation, summoning, and calling spells, as they are the keys to becoming in tune with the planes and their denizens. Planeswalkers attune themselves to particular planes, gleaning arcane knowledge and might from the likes of the Abyss, Mechanus, or the Plane of Shadow.

Planeswalkers must be exceptionally strong-willed and forceful to shape the matter of the planes to their will. They must also be persuasive and manipulative, to trick planar denizens into service. As such, Charisma is the Planeswalker's primary attribute. Constitution is important to a Planeswalker, as it helps them survive on hostile planes, while a high Intelligence helps them to be knowledgeable and prepared for any interplanar voyages.

Alignment: A Planeswalker may be of any alignment, though her alignment affects what planar mantles she is able to take.

Races: Planeswalkers appear in every race, though gnomes, halflings, and planetouched are particularly drawn to the pursuit.

Starting Gold: 4d4x10 gp (100 gold)

Starting Age: As Rogue.

Hit Die: d6

Class Skills: The Planeswalker's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Cha), and Spellcraft (Int).

Skills/Level: 4 + Intelligence Bonus

PLANESWALKER
{table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4 th|5th|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Planar Mantle|5|3

2nd|
+1|
+0|
+0|
+3|Planar Language Proficiency|6|4

3rd|
+1|
+1|
+1|
+3|Augmented Summoning|6|5

4th|
+2|
+1|
+1|
+4|Planar Mantle (2)|6|6|3

5th|
+2|
+1|
+1|
+4|Rapid Summoning|6|6|4

6th|
+3|
+2|
+2|
+5|Planar Bargaining|6|6|5|3

7th|
+3|
+2|
+2|
+5|Planar Frenzy|6|6|6|4

8th|
+4|
+2|
+2|
+6|Planar Mantle (3)|6|6|6|5|3

9th|
+4|
+3|
+3|
+6|Planar Endurance|6|6|6|6|4

10th|
+5|
+3|
+3|
+7|Planar Cohort|6|6|6|6|5|3

11th|
+5|
+3|
+3|
+7|Planar Legion|6|6|6|6|6|4

12th|
+6/+1|
+4|
+4|
+8|Planar Mantle (4)|6|6|6|6|6|5|3

13th|
+6/+1|
+4|
+4|
+8|Planar Loyalty|6|6|6|6|6|6|4

14th|
+7/+2|
+4|
+4|
+9|Powerful Binding +2|6|6|6|6|6|6|5|3

15th|
+7/+2|
+5|
+5|
+9|Persuasive Binding +2|6|6|6|6|6|6|6|4

16th|
+8/+3|
+5|
+5|
+10|Planar Mantle (5)|6|6|6|6|6|6|6|5|3

17th|
+8/+3|
+5|
+5|
+10|Planar Legion II|6|6|6|6|6|6|6|6|4

18th|
+9/+4|
+6|
+6|
+11|Powerful Binding +4|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11|Persuasive Binding +4|6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|Supreme Summoning, Planar Mantle (6)|6|6|6|6|6|6|6|6|6|6[/table]

Class Abilities:
Weapon and Armor Proficiency: Planeswalkers are proficient with all simple weapons, as well as the Gehennan lancet, the ripper, the stabaxe, and the straightblade. Planeswalkers are proficient with light armor.

Spellcasting: The Planeswalker is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A Planeswalker casts spells from the Planeswalker Spell List (below). A Planeswalker automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Planeswalker spell, she must have a Charisma at least equal to 10 + the Spell level. The DC and bonus spells of the Planeswalker's spells is Charisma based.

Armored Casting: A Planeswalker casts arcane spells, but she is not affected by the arcane spell failure of any armor she is proficient with. This ability only applies to her Planeswalker spells, if she is able to cast any other arcane spells, they are affected by arcane spell failure normally.

Aura: A Planeswalkerer's strong connection to the outer planes causes them to be detected very strongly of whatever alignment she has. For purposes of detection spells, levels in Planeswalker count as Outsider hit dice.

Planar Mantle: At 1st level, a Planeswalker gains her first planar mantle, a special connection to the magic and material of a particular plane. This mantle, drawn from the list below, gives her a set of bonus spells she is able to cast as she would any other spell on her list while it is manifested. A Planeswalker cannot choose a mantle that is more than one step removed from her alignment on either the law/chaos or good/evil axes. The Planeswalker gains an extra mantle known at levels 4, 8, 12, 16, and 20. If a Planeswalker's alignment changes to one that would invalidate the selection of a particular mantle, the planeswalker loses access to it, but may select a new, more-appropriate mantle to replace it. At first, a Planeswalker may only have one mantle active at a time. At level 8, she can manifest two mantles at the same time, and at level 16, she may manifest three. At level 20, she may manifest all of her mantles at once. It requires five minutes of uninterrupted meditation to change out an active mantle for another.

Planar Language Proficiency: At 2nd level, and every third level thereafter, a Planeswalker may select a bonus language from the following list: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal, Modron, Slaad, Sylvan, or Terran.

Augment Summoning: At 3rd level, a Planeswalker gains Augment Summoning as a bonus feat, even if she does not fulfill the requirements.

Rapid Summoning: At 5th level, a Planeswalker can cast summoning spells in less time than most other casters. Any Conjuration spell of the [Summoning] subschool that a Planeswalker casts that would have a casting time of one full round have a casting time of 1 standard action instead. This ability has no effect on spells which already require less than one full round to cast, nor does it affect spells with a casting time greater than one full round.

Planar Bargaining: At 6th level, a Planeswalker may make either an opposed Diplomacy check (when dealing with a creature whose alignment is within one step on either axis) or a Bluff check against a creature's Sense Motive (when dealing with a creature whose alignment is more than one step removed on either axis) when summoning a creature. If the check succeeds, the summoning spell is extended. If the check fails, the creature immediately either returns to its home plane (similar alignment) or attacks the Planeswalker (different alignment). If you use this ability while summoning multiple creatures, you must make an opposed check for each creature you wish to affect.

Planar Frenzy: At 7th level, any creature that the Planeswalker successfully uses her Planar Bargaining ability against gains a +2 inherent bonus to attack and damage rolls.

Planar Endurance: At 9th level, any creature that the Planeswalker successfully uses her Planar Bargaining ability against gains 2 hit points per hit die.

Planar Cohort: At 10th level, a Planeswalker may extend one summon spell per day to a duration of 24 hours.

Planar Legion: At 11th level, a Planeswalker chooses a subtype from among air, chaos, earth, evil, fire, good, law, or water. When summoning a creature with that chosen subtype, the spell summons an additional creature of the same type. A Planeswalker may choose a subtype that is opposed to her own alignment. At 17th level, a Planeswalker may select another subtype.

Planar Loyalty: At 13th level, a Planeswalker's summoning spells are harder to dismiss, gaining a +2 on any caster level checks to dispel them. Her summons also gain +2 on Will saves.

Powerful Binding: At 14th level, a Planeswalker's HD limits when calling a creature through the Planar Binding or Planar Ally line increase by 2. At 18th level, her HD limits are increased another 2, to a total of 4.

Persuasive Binding: At 15th level, a Planeswalker receives a +2 competence bonus to her opposed charisma check to bind a creature through the Planar Binding or Planar Ally spells. This bonus increases to +4 at the 19th level.

Supreme Summoning: At 20th level, any creature the Planeswalker summons gains a +8 enhancement bonus to STR and CON, DR 5/-, and Fast Healing 3. These supercede the bonuses given by her Augment Summoning feat.

Planeswalker Spell List:
0 — caltrops, detect magic, detect poison, flare, mage hand, mending, prestidigitation, protection from alignment, read magic, resist planar alignment

1st— avoid planar effects, benign transposition, endure elements, obscuring mist, portal beacon, summon monster i, summon nature's ally i, unseen servant

2nd— analyze portal, baleful transposition, dimension hop, heart of air, planar tolerance, portal alarm, regroup, summon monster ii, summon nature's ally ii

3rd— anticipate teleportation, attune form, dimension step, dimensional anchor, dispel magic, heart of water, magic circle against alignment, summon monster iii, summon nature's ally iii

4th— dimension door, dismissal, heart of earth, instant summons, lesser planar ally, lesser planar binding, summon elementite swarm, summon monster iv, summon nature's ally iv

5th— dimensional lock, greater dimension door, heart of fire, plane shift, summon monster v, summon nature's ally v, teleport

6th— planar bubble, planar ally, planar binding, steal summoning, summon monster vi, summon nature's ally vi

7th— greater teleport, elemental body, summon monster vii, summon nature's ally vii, word of recall

8th— greater planar ally, greater planar binding, summon monster viii, summon nature's ally viii

9th— gate, summon elemental monolith, summon monster ix, summon nature's ally ix

Planar Mantles
Abyss
Alignment Requirement: CE
1: Demonflesh
2: Demoncall
3: Demon Wings
4: Clutch of Orcus
5: Fiendform
6: Fiendish Clarity
7: Abyssal Frenzy
8: Bodak's Glare
9: Abyssal Rift

Acheron
Alignment Requirement: LN or LE
1: Persistant Blade
2: Cloud of Knives
3: Animate Weapon
4: Rebirth of Iron
5: Shard Storm
6: Howling Chain
7: Body of War
8: Field of Icy Razors
9: Black Blade of Disaster

Arborea
Alignment Requirement: CG
1: Entangle
2: Alter Self
3: Devil Blight
4: Freedom of Movement
5: Unicorn Blood
6: Wall of Thorns
7: Unicorn Heart
8: Otto's Irresistable Dance
9: Arboreal Transformation

Arcadia
Alignment Requirement: LN or LG
1: Identify
2: Knock
3: Haste
4: Minor Creation
5: Major Creation
6: Contingency
7: Mage's Magnificent Mansion
8: Temporal Stasis
9: Mass Hold Monster

Astral Plane
Alignment Requirement: TN
1: Targeting Ray
2: Detect Thoughts
3: Clairaudience/Clairvoyance
4: Scrying
5: Telepathic Bond
6: True Seeing
7: Brainspider
8: Moment of Prescience
9: Astral Projection

Baator
Alignment Requirement: LE
1: Charm Person
2: Devil's Eye
3: Devil's Ego
4: Hellfire
5: Fire and Brimstone
6: Mass Suggestion
7: Hellfire Storm
8: Wrathful Castigation
9: Dominate Monster

Beastlands
Alignment Requirement: NG or CG
1: Beastland Ferocity
2: Wild Instincts
3: Phantom Steed
4: Baleful Polymorph
5: Phantom Stag
6: Tortoise Shell
7: Phantom Wolf
8: Lion's Roar
9: Phantom Bear

Bytopia
Alignment Requirement: LG or NG
1: Nerveskitter
2: Delusions of Grandeur
3: Mask of the Ideal
4: Good Hope
5: Inner Beauty
6: Superior Resistance
7: Mass Invisibility
8: Mind Blank
9: Foresight

Carceri
Alignment Requirement: NE or CE
1: Alarm
2: Acid Arrow
3: Miser's Envy
4: Resilient Sphere
5: Acid Fog
6: Tunnel Swallow
7: Forcecage
8: Wrathful Castigation
9: Imprisonment

Celestia
Alignment Requirement: LG
1: Bless
2: Prayer
3: Demon Dirge
4: Recitation
5: Righteous Wrath of the Faithful
6: Chasing Perfection
7: Holy Star
8: Visions of the Future
9: Righteous Exile

Elemental Plane of Air
Alignment Requirement: TN
1: Updraft
2: Gust of Wind
3: Wind Wall
4: Fly
5: Wind Tunnel
6: Wind Walk
7: Whirlwind
8: Storm Tower
9: Greater Whirlwind

Elemental Plane of Earth
Alignment Requirement: TN
1: Hail of Stone
2: Soften Earth and Stone
3: Stony Grasp
4: Stone Shape
5: Wall of Stone
6: Bones of the Earth
7: Greater Stone Shape
8: Wrack Earth
9: Undermaster

Elemental Plane of Fire
Alignment Requirement: TN
1: Burning Hands
2: Combust
3: Fireball
4: Wall of Fire
5: Firebrand
6: Fire Spiders
7: Delayed Blast Fireball
8: Fire Storm
9: Meteor Swarm

Elemental Plane of Water
Alignment Requirement: TN
1: Animate Water
2: Swim
3: Water Walk
4: Rushing Waters
5: Drown
6: Nixie's Grace
7: Waterspout
8: Flashlood
9: Tsunami

Elysium
Alignment Requirement: NG
1: Luminous Gaze
2: Glitterdust
3: Light of Venya
4: Blessing of the Righteous
5: Condemnation
6: Fires of Purity
7: Righteous Burst
8: Sunburst
9: Absorption

Ethereal Plane
Alignment Requirement: TN
1: Magic Missile
2: Invisibility
3: Legion of Sentinels
4: Greater Invisibility
5: Wall of Force
6: Mislead
7: Phase Door
8: Ghostform
9: Etherealness

Far Realm
Alignment Requirement: CN or CE
1: Bloodwind
2: Extend Tentacles
3: Vision of Entropy
4: Black Tentacles
5: Flaying Tendrils
6: Eyebite
7: Avasculate
8: Avascular Mass
9: Reality Maelstrom

Gehenna
Alignment Requirement: LE or NE
1: Power Word Pain
2: Black Karma Curse
3: Vampiric Touch
4: Bestow Curse
5: Wrack
6: Heartfreeze
7: Evil Glare
8: Blackfire
9: Wail of the Banshee

Hades
Alignment Requirement: NE
1: Wall of Gloom
2: Kelgore's Grave Mist
3: Crushing Despair
4: Bleakness
5: Graymantle
6: Fleshshiver
7: Finger of Death
8: Flensing
9: Soul Bind

Limbo
Alignment Requirement: CN
1: Burning Rage
2: Soul of Anarchy
3: Unluck
4: Confusion
5: Mana Flux
6: Ray of Entropy
7: Storm of Elemental Fury
8: Shifting Paths
9: Maw of Chaos

Mechanus
Alignment Requirement: LN
1: Mechanus Mind
2: Soul of Order
3: Tongues
4: Repair Critical Damage
5: Refusal
6: Wall of Gears
7: Statue
8: Summon Golem
9: Time Stop

Negative Elemental Plane
Alignment Requirement: NE
1: Ray of Enfeeblement
2: Ray of Weakness
3: Ray of Exhaustion
4: Animate Dead
5: Waves of Fatigue
6: Create Undead
7: Waves of Exhaustion
8: Greater Create Undead
9: Plague of Undead

Outlands
Alignment Requirement: TN
1: Sanctuary
2: Silence
3: Nondetection
4: Detect Scrying
5: Dismissal
6: Antimagic Field
7: Banishment
8: Word of Balance
9: Disjunction

Pandemonium
Alignment Requirement: CN or CE
1: Whispering Wind
2: Blindness/Deafness
3: Wounding Whispers
4: Defenestrating Sphere
5: Cyclonic Blast
6: Friend to Foe
7: Insanity
8: Maddening Whispers
9: Programmed Amnesia

Paraelemental Plane of Ice
Alignment Requirement: TN
1: Path of Frost
2: Creeping Cold
3: Sleet Storm
4: Wall of Ice
5: Cone of Cold
6: Freezing Glance
7: Ice Claw
8: Polar Ray
9: Obedient Avalanche

Paraelemental Plane of Magma
Alignment Requirement: TN
1: Produce Flame
2: Heat Metal
3: Tremor
4: Earth Reaver
5: Wall of Magma
6: Haze of Smoldering Stone
7: Great Worm of the Earth
8: Deadly Lahar
9: Transmute Rock to Lava

Paraelemental Plane of Ooze
Alignment Requirement: TN
1: Resinous Tar
2: Incendiary Slime
3: Amorphous Form
4: Caustic Mire
5: Viscid Glob
6: Acid Storm
7: Slime Wave
8: Red Tide
9: Shapechange

Paraelemental Plane of Smoke
Alignment Requirement: TN
1: Wall of Smoke
2: Belker Claws
3: Caustic Smoke
4: Bottle of Smoke
5: Shroud of Flame
6: Smoky Confinement
7: Power Word Blind
8: Incendiary Cloud
9: Power Word Kill

Plane of Dreams
Alignment Requirement: TN
1: Sleep
2: Phantasmal Assailants
3: Deep Slumber
4: Phantasmal Killer
5: Fever Dream
6: Endless Slumber
7: Hiss of Sleep
8: Demand
9: Weird

Plane of Mirrors
Alignment Requirement: TN
1: Serene Visage
2: Mirror Image
3: Reverse Arrows
4: Ray Deflection
5: Duelward
6: Ruby Ray of Reversal
7: Spell Turning
8: Mysterious Redirection
9: Replicate Casting

Plane of Shadow
Alignment Requirement: TN
1: Net of Shadows
2: Shadow Spray
3: Shadow Binding
4: Shadow Conjuration
5: Shadow Evocation
6: Shadow Walk
7: Greater Shadow Conjuration
8: Greater Shadow Evocation
9: Shades

Positive Elemental Plane
Alignment Requirement: NG
1: Dawnburst
2: Luminous Swarm
3: Flashburst
4: Positive Energy Aura
5: Greater Vigor
6: Lucent Lance
7: Synostodweomer
8: Brilliant Aura
9: Undeath's Eternal Foe

Quasielemental Plane of Ash
Alignment Requirement: TN
1: Rot of Ages
2: Ashstar
3: Stinking Cloud
4: Parboil
5: Cloudkill
6: Storm of Fire and Ice
7: Choking Cobwebs
8: Heat Drain
9: Magic Miasma

Quasielemental Plane of Dust
Alignment Requirement: TN
1: Sandblast
2: Halo of Sand
3: Haboob
4: Wall of Sand
5: Choking Sands
6: Disintegrate
7: Vitrify
8: Earthquake
9: Sphere of Ultimate Destruction

Quasielemental Plane of Lightning
Alignment Requirement: TN
1: Thunderhead
2: Seeking Ray
3: Lightning Bolt
4: Lightning Leap
5: Lord of the Sky
6: Chain Lightning
7: Stormrage
8: Lightning Ring
9: Towering Thunderhead

Quasielemental Plane of Mineral
Alignment Requirement: TN
1: Gembomb
2: Crystalline Memories
3: Bands of Steel
4: Crushing Grip
5: Wall of Iron
6: Gemjump
7: Adamantine Wings
8: Repel Metal or Stone
9: Prismatic Sphere

Quasielemental Plane of Radiance
Alignment Requirement: TN
1: Color Spray
2: Blinding Color Surge
3: Rainbow Blast
4: Bright Worms
5: Blistering Radiance
6: Prismatic Spray
7: Radiant Assault
8: Scintillating Pattern
9: Detonate

Quasielemental Plane of Salt
Alignment Requirement: TN
1: Horrible Taste
2: Dessicate
3: Saltray
4: Wall of Salt
5: Flesh to Salt
6: Extract Water Elemental
7: Mass Flesh to Salt
8: Horrid Wilting
9: Storm of Vengeance

Quasielemental Plane of Steam
Alignment Requirement: TN
1: Jet of Steam
2: Fog Cloud
3: Gaseous Form
4: Solid Fog
5: Airy Water
6: Drown
7: Blood to Water
8: Maelstrom
9: Mass Drown

Quasielemental Plane of Vacuum
Alignment Requirement: TN
1: Chill Touch
2: Darkness
3: Slow
4: Enervation
5: Magic Jar
6: Antilife Shell
7: Solipsism
8: Antipathy
9: Energy Drain

Sigil
Alignment Requirement: TN
1: Hold Portal
2: Whirling Blade
3: Summon Pest Swarm
4: Scramble Portal
5: Incite Riot
6: Blade Barrier
7: Reverse Gravity
8: Maze
9: Reaving Dispel

Ysgard
Alignment Requirement: CG or CN
1: Vision of Glory
2: Heroics
3: Heroism
4: Phantom Battle
5: Valiant Fury
6: Greater Heroism
7: Tenser's Transformation
8: Greater Spell Immunity
9: Crushing Hand

Tatsel_Ganav
2009-09-23, 12:47 AM
You'll get more comments on it if you put in in a table.

{table=head] Waga | Waga | Waga
Waga | Waga | Waga
Waga | Waga | Waga[/table]
Check out Fax's guide to class creation for more details.

Yes, this is the most productive advice I can give. I've no idea on balance for summoning, never used it, ever. So, yeah, quote this for the basics, or go find Fax's guide in the important threads sticky thingy.

Galileo
2009-09-23, 01:12 AM
I like it. I'm afraid I've never used summoning either, but I don't see anything overly powerful. Mayhaps they should get plane shift as a spell-like ability 1/day later on, for flavouring purposes.

Xzoltar
2009-09-23, 04:24 PM
I must say that's a lot of good work. I still think that Summon are not strong enough in my games even with the boost you gave to the Planewalker.

However considering regular games, the Planewalker can summon a lots of creature now and with the Mantles is spell list is quite decent at higher level wihout beeing too much at low level.

Thanks a lot for sharing this, I now have to change a couple of NPCs in my Campaign World.

Agmundr
2009-09-23, 09:13 PM
nice, it looks close to the planeswalkers from the mtg novels, although i guess a good few would be epic on this kind of scale.

Gnorman
2009-09-24, 03:43 PM
Okay, the mantles are all finished now - any major planes I'm missing out on, Planescape aficionados?

And I put it in a table. A bit easier to parse now, methinks.

charl
2009-09-24, 03:53 PM
Okay, the mantles are all finished now - any major planes I'm missing out on, Planescape aficionados?

And I put it in a table. A bit easier to parse now, methinks.

I'm unsure whether Sigil should be on the list. It isn't a plane.

PairO'Dice Lost
2009-09-24, 05:34 PM
Okay, the mantles are all finished now - any major planes I'm missing out on, Planescape aficionados?

And I put it in a table. A bit easier to parse now, methinks.

You used the para- and quasielemental planes; that's good enough for me!

A player of mine wanted to play a plane-themed caster; I'll show him this and see if I can test it out in-game, and give you any feedback that results.

DragoonWraith
2009-09-24, 06:34 PM
I see plenty of para- and quasi- elemental planes on the list...

I feel like Sigil should have some portal-related features, and quite possibly something like Blade Barrier. They do have more than just rats, riots, and plagues, ya know?

charl
2009-09-24, 07:49 PM
I see plenty of para- and quasi- elemental planes on the list...

I feel like Sigil should have some portal-related features, and quite possibly something like Blade Barrier. They do have more than just rats, riots, and plagues, ya know?

The problem being that you can't create portals inside Sigil, so anything portal-related they get would have to be about destroying and not creating.

DragoonWraith
2009-09-24, 08:34 PM
Hold Portal, at least, seems quite fitting.

And like I've said - Sigil's got a ton of stuff. That's it's main schtick, even - Sigil has everything. Variety is its game. So having all of the spells focus on one thing seems to misrepresent Sigil.

Honestly, though, properly representing Sigil in 9 spells might be very hard.

Gnorman
2009-09-25, 02:24 AM
Hold Portal, at least, seems quite fitting.

And like I've said - Sigil's got a ton of stuff. That's it's main schtick, even - Sigil has everything. Variety is its game. So having all of the spells focus on one thing seems to misrepresent Sigil.

Honestly, though, properly representing Sigil in 9 spells might be very hard.

I cannot believe I didn't have Maze on Sigil's list, either.

Incite Riot and Summon Pest Swarm are generic city-based spells. Maze, Whirling Blade, and Blade Barrier represent the Lady, with Reaving Dispel on there as a nod to her ability to shut the powers down and out. Scramble Portal and Hold Portal mess with portals without creating them. Reverse Gravity would work in really any plane with subjective gravity, but the planar mantle as a whole is a bit weak and could use the addition of a nice battlefield control spell.

Better now, eh?

Bogardan_Mage
2009-09-25, 03:15 AM
I worry that by declaring mildly neutral-aligned planes as True Neutral mantles you're greatly restricting the options for non-neutral characters. A "corner" aligned planeswalker (Lawful Good, for example) must ultimately choose 6 mantles from a pool of only 8, and some of those are really iffy (Acheron? For a good character?). Maybe some (the elemental planes, for example) could be made avaliable to any alignment?

Gnorman
2009-09-25, 03:31 AM
I worry that by declaring mildly neutral-aligned planes as True Neutral mantles you're greatly restricting the options for non-neutral characters. A "corner" aligned planeswalker (Lawful Good, for example) must ultimately choose 6 mantles from a pool of only 8, and some of those are really iffy (Acheron? For a good character?). Maybe some (the elemental planes, for example) could be made avaliable to any alignment?

Any character can choose a TN plane - you can choose a mantle that is one step removed on both axes. My wording may be a bit vague there.

DragoonWraith
2009-09-25, 04:38 AM
So a TN Planeswalker can have any mantle?

I suppose that makes sense.

Gnorman
2009-09-30, 06:17 AM
So a TN Planeswalker can have any mantle?

I suppose that makes sense.

Yeah. Well. Choosing both the Abyss and Celestia domains may seem a bit odd, but I think of TN Planescapers as a bit more militantly balance-oriented than indifferent. Just the nature of the setting.