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Snowfire
2010-03-21, 06:50 PM
There comes a point in life where everyone wonders what lies beyond the world of their birth. We're the ones who decided to find out.
-Eliza Garune, founder of the Order of Astral Wanderers

The Astral Traveller
Requirements: Can cast third level arcane spells. Must be non-lawful. At least 8 points in Spellcraft, Knowledge (Arcane) and Concentration. The initial act of becoming an Astral Traveller requires a week of meditation and preparation for opening the way to the Planes.
Hit Die: D6
Skill Points per Level: 6 + Int mod
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy(Cha), Knowledge (Arcane) (Int), Knowledge (The Planes) (Int), Phasing (Cha), Spellcraft (Int), Speak Language

ASTRAL TRAVELLER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+0|+0|+2|Phase, Astral Reflection, Minor Astral Power 1
2|+1|+0|+0|+3|Minor Astral Power 2
3|+1|+1|+0|+3|
4|+2|+1|+0|+4|Minor Astral Power 3
5|+2|+1|+1|+4|
6|+3|+2|+1|+5|Standard Astral Power 1
7|+3|+2|+1|+5|
8|+4|+3|+1|+6|Standard Astral Power 2
9|+4|+3|+2|+6|
10|+5|+4|+2|+7|Major Astral Power 1
11|+5|+4|+2|+7|
12|+6|+5|+2|+8|Major Astral Power 2
13|+6|+5|+3|+8|
14|+7|+6|+3|+9|Major Astral Power 3
15|+7|+6|+3|+9|Greater Astral Power[/table]

Characteristics/Description: Astral Travellers are sorcerers who upon reaching a certain level of power realise – or have already decided – that their birth-plane holds no value or appeal to them. Those who make this choice take the path of an Astral Traveller. It is mainly sorcerers who choose this class at a relatively early stage in their development because the way they wield magic gifts them with greater insight into travelling the planes. Their magic is part of them and works through them. This gives them the ability to focus enough power into opening a gate between the planes. The sorcerers who succeed in this process open themselves completely into the stream of the Weave. They learn its currents, its rapids and through that knowledge the art of phasing becomes clear to them.

These few are in many ways the bards of the inter-planar worlds. Their combination of the ability to freely travel the planes and formidable magical power makes them treasured as messengers and diplomats between extra-planar groups. This unique status within planar society has earned the small number of Travellers great respect and no small amount of fear.

At medium levels, Travellers are very difficult to pin down and can act as a battlefield controller for most groups. Their gift allows them to transport their allies into position exactly where they’re needed and if pressed, a Traveller can call on a fearsome array of extra-planar and arcane abilities or spells. When coupled with the aptitude they have for instant movement within a battlefield, they are truly formidable foes.

Religion: Any

Class Features
Weapon and Armour Proficiency: An Astral Traveller is proficient with all simple weapons.

Phase (Su): Phase is the base ability of the Astral Traveller class. About half of the other class abilities enhance its scope and power. It allows a Traveller to move between places on the same or different planes. When phasing within a plane, you must take a Phase check of 1D20 + Phasing skill/2 (rounded down) The maximum range of the phase for different actions is shown below. Intra-planar travel always requires two full round actions back to back with no interference. If Side-along phasing has not been taken then the Traveller adds rounds equal to 2 x any additional creature's HD/ half his Phasing skill to the time required to phase. For multiple creatures at once, the penalties stack. A Phase can be countered like any spell (the Phase's spell level = (caster level + Phasing skill)/3-4 rounded down)

{table=head]Phasing Roll|Range - Move Action|Range - Standard Action|Range - Full round action
1-4|50 foot|100 foot|250 foot
5-8|100 foot|200 foot|500 foot
9-12|200 foot|400 foot|1000 foot
13-16|400 foot|800 foot|2000 foot
17-20|800 foot|1600 foot|1 mile
21-24|1600 foot|3200 foot|2 miles
25-28|3200 foot|1 mile|4 miles
29-32|1 mile|2 miles|8 miles
33-36|2 miles|4 miles|16 miles
37-40|4 miles|8 miles|32 miles
41-44|8 miles|16 miles|64 miles
45-49|16 miles|32 miles|128 miles
50+|32 miles|64 miles|256 miles[/table]

Astral Reflection (Sp): This ability acts partially like a Cleric’s Turn Undead ability. A Traveller burns uses of this ability to use other planar abilities. To start with, an Traveller has 10 uses of Astral Reflection per day and gains 2 additional uses for each level in Astral Traveller taken. Reflection can be cast on any character and acts like a combined Mage Armour and Resistance spell that lasts one hour per Astral Traveller level.

Astral Powers

Minor

Instancy: This ability allows a Traveller to phase anywhere within the maximum full round action range of their basic phasing check (i.e. half their Phasing skill points). If the Traveller is phasing other creatures with them and has not taken side-along phasing, the standard penalties still apply.

Side-along phasing: Side along phasing eliminates the time penalty if two or less creatures are being phased with the Traveller. For more than two extra creatures, the standard penalties still apply. Also, for side-along phasing to function, the creatures phasing with an Astral Traveller must be in physical contact with him when he initiates the Phase. A Traveller cannot Side-along phase an unwilling creature.

Long Distance Phasing: Long distance phasing adds 5(?) to all phasing checks and doubles the maximum distance of all full-round action Phasings.

Standard

Improved Instancy: This ability is a follow on from Instancy. It allows a Traveller to initiate a swift action Phase to anywhere within the full round action range of twice their base Phasing check. For example; if Eliza has 10 Phasing skill points then with Improved Instancy she would be able to phase to anywhere within 1 mile of her location as a swift action. Standard side-along penalties without the side-along phasing class feature still apply. Requires Instancy.

Improved side-along phasing: Allows a traveller to side-along phase an additional two creatures along with him. They must be in physical contact with the Traveller when he initiates the Phase. Requires Side-along phasing.

Group Phase (Su): Group phase allows a Traveller to phase up to six creatures (within 30 feet of himself) along with him as in side along phasing. These creatures need not be in physical contact with the Traveller. Requires Side-Along Phasing. Costs 4 Astral Reflections per use.

Web of the Weave (Sp): This ability lets an Astral Traveller call upon the ever present influence of the Weave to bolster his defences (50' per caster level diameter sphere). This effect can be made permanent over the area it is cast over using permanency. Within this area, the caster may preform limited mind invasions as the spell detect thoughts' third round effect (will save vs web's caster level + 5) and ensnare mages within ‘eggs’ of planar energy (Will save vs caster level), severely limiting their power (-5 to all casting rolls). The caster level of the Web counts as the level of the Traveller when he created the Web. Additionally, the creator of the Web instinctively knows where every animate thing is within the Web - when they are inside it too) and can focus on up to four 'presences' per round to obtain information on their nature. Additional focusing on a single source can yield more information. Costs 5 Astral Reflections per use.


Web of the Weave Focus Effects

{table=head]Number of focuses|Possible Effects (Roll a D3 to choose the effect)
1|Determines the target's alignment on one axis, level, existing state (i.e. living, undead etc.)
2-4|Reveals the target's full alignment, current class or if they have taken more than one class
5-6|Shows the target's class layout (all classes taken), equipped items or carried items
7-8|All of the target's class features, skills or spells become known[/table]

Major

Greater Group Phase (Su): This allows a Traveller to phase up to eight creatures within his sight to a location of his choice. He does not himself have to phase with the creatures, but they can come back. If cast on enemies, a will save negates. Requires Group Phase. Costs 6 Astral Reflections per use.

Greater Web of the Weave (Sp): Sphere radius expands to 75 foot per level. The caster can now attempt to take control of people within the web as per Charm/Dominate person spells and the can 'flex' the web around people to create entrapment demi-planes (read as Maze) as well as all Web of the Weave effects. Additionally, the creator of the Web can now preform up to 8 focuses. Requires Web of the Weave. Costs 7 Astral Reflections per use.

Planar Exile (Sp): Exiles a single target permanently from a chosen plane. If the target fails a will save against this spell, they are instantly transported out of the chosen plane (if they are in it) to a plane of equal safety (DM's discretion) to the one they were in and any attempt to enter the plane they have been exiled from fails. This enchantment can be dispelled using Greater Dispel Magic (though the DC is 15 + CL) or a Disjunction. Costs 8 Astral Reflections per use.

Greater

Improved Planar Exile (Sp): Acts as Planar Exile except the caster chooses the exiled destination plane. Can only be dispelled by a Disjunction of higher level than that of the caster. Requires Planar Exile. Costs 10 Astral Reflections per use.

Astral/Abyssal Attack (Sp): Summons either a Pit Fiend and a Balor or two Solars that fight by your side for 1 hour per caster level. These creatures cannot be dismissed except by the caster. Costs 15 Astral Reflections per use.

Spells

An Astral Traveller continues to gain spells as a sorcerer or wizard of equal level with the following additions to the spell list.

Transplant (Conjuration)
Level: AT 3
Components: V, S
Casting Time: Standard action
Duration: Instant
Range: Long (400 ft. + 40 ft./level)
Area: Object weighing up to 100 pounds.
Saving Throw: None
Spell Resistance: Yes (Harmless)
Description: Transplant can move a targeted object to any position the caster can see to another. This spell can be combined with scrying to move objects outside of line of sight.

Planar Fracture (Evocation)
Level: AT 5
Components: V, S, M
Casting Time: Standard action
Duration: Instant or 1 round/caster level (see description)
Range: Short (25 ft. + 5 ft./2 levels)
Save: Reflex negates
Spell Resistance: See description
Description: This spell rips open one of a plane's astral links, creating an unstable portal to another plane. This can be used as a transport tube between planes for non-Travellers or can be cast on a person to throw them into a random plane (DM's discretion on the plane). Spell resistance functions against the second use of this spell.
Material Component: A small piece of glass that is shattered during casting.

Astral/Abyssal Fire (Evocation)
Level: AT 5
Components: V, S
Casting Time: Standard action
Duration: Instant
Range: Long (400 ft. + 40 ft./level)/Short (25 ft. + 5 ft./2 levels)
Area: 20-ft radius spread/One or more rays
Save: Reflex for half/None
Spell Resistance: Yes
Description: This spell can be used out in two ways. The caster can fire a ray, plus one additional ray (1 ever 4 additional levels on reaching Astral Traveller level 5) to a maximum of 5. Each ray may be fired at a different target (though all targets must be within 30 foot of each other) and inflicts 1d6 points of divine damage per caster level (to a maximum of 5d6). Or the caster may have this spell function like a fireball. A small (pea sized) ball of golden fire streaks from the caster’s hand and on impact with a surface or on reaching the distance the caster chooses explodes into a fireball. The resulting explosion deals 1d6 points of divine damage per Traveller level (maximum of 15d6) to all creatures within it's area of effect as well as igniting anything flammable within the area and melting all soft metals.

Trans-dimensional Wall (Abjuration)
Level: 6
Components: V,S
Casting Time: Standard action
Duration: 1 hour/caster level
Range: Close (25 ft. + 5 ft./level)
Area: Wall 4 ft./level wide, 2 ft./level high
Save: Reflex and Will negates
Spell Resistance: Yes
Description: This spell creates a wall that is a akin to a much larger Planar Fracture in it's effects. It appears only as a shimmer in the air to normal senses and requires a DC 10 + Caster level spot check to be noticed. If the wall is not identified and someone enters it they must make a DC 10 + Caster level reflex save against being grabbed by an extra-planar entity and yanked into one of the planes. If they pass their reflex save they must then make a DC 10 + Caster level will save against being transported to a random plane.

As well as these additions, spells like Teleport and Leomund's Tiny Hut have twice the duration (if they have one) and require a spell slot one level below what is required for the Traveller's base arcane class.

Note: This is my first attempt at a homebrew. Any and all constructive comments will be greatly appreciated, especially in terms of balancing this class. Thanks in advance.

Temotei
2010-03-21, 06:51 PM
Traveler only has one l.

I might look at this later, but that's just for general goodness. :smallamused:

Ashtagon
2010-03-21, 07:05 PM
Requirements: It's pretty much a no-no to define prestige class requirements as "X levels in class Y". This is mostly to ensure a decent amount of flexibility in the system.

Bab/saves: You've got all of these as non-standard. Also, prestige class bab is never written out with the iterative attacks integrated.

Class features: Refer to them as class features, not feats. The two terms have specific meanings in D&D. A lot of the wording in this section is rather wordy and hard to understand clearly.

"Traveler only has one l." -- not in British English it doesn't :smallwink:

Temotei
2010-03-21, 07:12 PM
"Traveler only has one l." -- not in British English it doesn't :smallwink:

Bah. :smalltongue: You and your darn British dialect. :smallamused:

Milskidasith
2010-03-21, 07:13 PM
It doesn't progress spellcasting as a spellcasting, the saves are not normal, the requirements are not sensible (it should just be "can cast X level arcane spells"), and the wording is poor.

That alone is enough to make me dislike this class (as opposed to simply wanting to criticize it to help people improve), although non standard saves isn't a huge fault, the rest is.

Anyway, as for the features themselves...

They're all pointless. I mean, they're poorly worded, they introduce a new skill despite the fact it's not really based on a DC, just a flat check, the math is horrendous, the action abuse is also horrendous (5 miles as a free action? Why do we care about the long distance penalties, again?), and... I can't even read the rest, I stopped at what was, I think, the third level abilities.

Also, another note, you shouldn't make abilities where it is "you get this *or* this" or at least, not so many. It works to some degree, but generally as a list of things you can take at X level (like Rogue) and not a "pick between two abilities" thing. Also, the formatting on the abilities makes it so I can't even tell what you get automatically and what is a choice.

Temotei
2010-03-21, 07:15 PM
They're all pointless. I mean, they're poorly worded, they introduce a new skill despite the fact it's not really based on a DC, just a flat check, the math is horrendous, the action abuse is also horrendous (5 miles as a free action? Why do we care about the long distance penalties, again?), and... I can't even read the rest, I stopped at what was, I think, the second level abilities.

There are second-level abilities? :smallsigh:

Maybe I should read it.

Milskidasith
2010-03-21, 07:19 PM
Third, sorry, it's just that level 2 is a dead level. In a prestige class. That forces you to choose between it's many abilities (at least, I think they are abilities) starting at level 1.

I don't understand it. Somehow, everything about the design of this PrC is fundamentally wrong.

Ashtagon
2010-03-21, 07:25 PM
...For If Side-along phasing has not been taken then the Traveller takes a penalty to the amount of rounds it takes to cast a phase equal to (2 x other character’s level) over Phasing skill points....

What does this even mean?

I have a vague suspicion that this sentence is from the cornerstone ability of the whole class, but it's so badly written that I have no idea how it works.

Snowfire
2010-03-22, 07:29 PM
Ok, I have gone back over this class and almost completely over-hauled it in an attempt to fix it.

Bump for reviews.