Chronologist
2012-07-11, 08:52 PM
Planeswalkers are those mortals born with the Spark - inherent power that grants them the ability to travel between the planes of reality and manipulate reality itself, to an extent. The abilities and power of each planeswalker are unique.
Allowing the Planeswalker option allows for more difficult challenges. Increase the CR of all enemies by 1 for every 4 character levels the group possesses, rounded up.
To determine your Effective Planeswalker Level, or EPL, do the following:
Each level of a Tier 1 class (Cleric, Wizard) grants you 1/4 of a level
Each level of a Tier 2 class (Sorcerer, Favored Soul) Grants you 1/2 of a level
Each level of a Tier 3 class (Witch, Magus) grants you 3/4 of a level
Each level of a Tier 4 class (Ranger, Gunsligner) grants you 1 level
Each level of a Tier 5 class (Monk, Rogue) grants you 1 and 1/4 of a level
Each level of a Tier 6 class (Commoner, Truenamer) grants you 1 and 1/2 of a level
Always round up when determining Effective Planeswalker Level.
Any prestige class is considered the same Tier as whatever class was used to gain the prerequisites, unless a noteworthy exception or argument can be made.
{table=head]EPL|Benefits|Warp Reality
1|Planeswalk, Stamina, Purviews (1), Attributes (+1/+0/+0)|1
2|Divine Traits (1)|1
3|Attributes (+1/+0/+0)|1
4|Scion Talent|2
5|Purviews (2), Attributes (+1/+1/+0)|2
6|Divine Traits (2)|2
7|Attributes (+2/+1/+0)|3
8|Scion Talent|3
9|Attributes (+2/+2/+0)|3
10|Purviews (3), Divine Traits (3)|4
11|Attributes (+2/+2/+1)|4
12|Scion Talent|4
13|Attributes (+3/+2/+1)|5
14|Divine Traits (4)|5
15|Purviews (4), Attributes (+3/+3/+1)|5
16|Scion Talent|6
17|Attributes (+4/+3/+1)|6
18|Divine Traits (5)|6
19|Attributes (+4/+3/+2)|7
20|Purviews (5), Scion Talent|7
21|Attributes (+5/+3/+2)|7
22|Divine Traits (6)|8
23|Attributes (+5/+4/+2)|8
24|Scion Talent|8
25|Purviews (6), Attributes (+6/+4/+2)|9
26|Divine Traits (7)|9
27|Attributes (+6/+4/+3)|9
28|Scion Talent|10
29|Attributes (+7/+5/+3)|10
30|Purviews (6), Divine Traits (8)|10[/table]
Planeswalk: The primary ability of a Planeswalker is the ability to travel between different worlds almost at will. Attempting to planeswalk takes 1 minute of concentration, "rushing" it as a full-round action imposes a -10 penalty to Planeswalk checks until the Planeswalker next uses this ability. Once performed, the Planeswalker may move between any campaign setting - be it Greyhawk, Forgotten Realms, Eberron, or more. If they know where they are going, they roll a Planeswalker check, adding only their EPL, and roll to see how far from their intended destination they arrive, Multiply the value by 2 if they have never been to this location before, or if they planeswalk for the first time.
{table=head]Check result|Distance
4 or less|Wrong plane
5|5d100 miles
10|3d100 miles
15|1d100 miles
20|1d10 miles
25|5d100 feet
30|3d100 feet
31 or more|1d100 feet[/table]
After Planeswalking, the Planeswalker must make a DC 20 Planeswalker check every 4 hours in order to regain the ability to Planeswalk. Each time he fails, he gains a +1 bonus to his next check.
Stamina: The ability to manipulate reality is draining. A Planeswalker gains a pool of Stamina points equal to 1/2 his EPL times his Warp Reality value, plus his highest attribute modifier, ignoring enhancement bonuses and temporary modifiers. Stamina recovers in two ways - first, each day a Planeswalker recovers a number of points of Stamina equal to their EPL or their highest attribute modifier, whichever is higher. Second, when a Planeswalker dies, another Planeswalker may absorb their Spark and completely refill their Stamina. When reduced to 1/2 Stamina or less, a Planeswalker is Fatigued. When reduced to 1/4 their Stamina or less, a Planeswalker is Exhausted.
Purview: Each Planeswalker has dominion over certain aspects of reality. Each of these aspects is called a Purview, and is defined by a single word. Examples of purviews might include Fire, Earth, Wards, Regeneration, Wealth, Wrath, Charity, Trees, etc. Extremely narrow terms like Glass or Swords are valid, but broad concepts like Life, Time, and Summoning are invalid (but could respectively be replaced with Healing, Slowing Time, and Summoning Angels). A Planeswalker starts with one Purview and gains an additional Purview at each of the noted levels (5, 10, 15, 20, 25, and 30).
When a Planeswalker absorbs another planeswalker's Spark, they gain access to that Planeswalker's Purviews for 1 day per EPL of the deceased Plaenswalker, after which they may exchange any number of their own Purviews for those of the other Planeswalker on a one-for-one basis.
Warp Reality: Each Planeswalker has the ability to exert their will over reality. They may cast any spell from any class list whose effects coincide with one of their Purviews. Doing so drains them of a number of points of Stamina equal to the spell's level. The maximum spell level of any spell they cast with Warp Reality is their Warp Reality value on the above table. If a spell appears on more than one list, use the Cleric/Druid/Sorcerer list version's level, if any. For the purpose of caster level, substitute the Planeswalker's character level.
Warp Reality 10 denotes the ability of a Planeswalker to effectively do anything within the boundaries of reality that 1) matches the power of a Miracle or Wish spell, and 2) fits somewhere in the boundary of their Purviews.
The DC of any effect from Warp Reality is 10 + 1/2 your character level + your highest attribute modifier. However, reality is resistant to continued uses of the same ability. A planeswalker cannot have more than one active effect form the same purview at any time, and a planeswalker who uses the same specific spell takes a -2 cumulative penalty to that spell's save DC and caster level. (This is to encourage diversity and reduce spamming).
Attributes: At 1st level, a Planeswalker chooses their Primary, Secondary, and Tertiary attributes. The Primary gains an inherent bonus equal to the first value on the above table, the secondary gains the second value, the tertiary gains the third value. Once selected, these attributes cannot be changed.
Divine Traits: At 2nd level, a Planeswalker gain 1 rank of Divine Traits, as can be found here:
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/clever-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/eldritch-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/mighty-godling
They gain additional divine traits every 4 levels thereafter.
Scion Talent: At 4th level, a Planeswalker gains a Scion talent or Minor Ascendancy from the same source as above. At 8th level and every 4 levels thereafter, they gain an additional Scion talent. At 20th, 24th, and 28th level, they may choose a Major Ascendancy or Greater Scion Talent.
Addendum: I generally restrict following Purviews: teleportation, mind control, summoning of any kind, death effects of any kind, and any other "I win" buttons. But that might be just because I restrict or remove those effects from my games normally.
So, what do you think? I think it bridges the Tier gap in a way that other fixes don't, and it adds a really interesting new mechanic to the adventure. Play as a group of Planeswalkers, draw together by fate, now wandering the multiverse in search of fame, fortune... or perhaps on a quest that threatens the multiverse itself. You can have a grand scale for your adventures without having to be really high level, and hey, anything that lets you play a Commoner who is a match for the Wizard in terms of sheer power is a fix that I'd stand behind.
Thanks for reading, and don't hesitate to comment!
Allowing the Planeswalker option allows for more difficult challenges. Increase the CR of all enemies by 1 for every 4 character levels the group possesses, rounded up.
To determine your Effective Planeswalker Level, or EPL, do the following:
Each level of a Tier 1 class (Cleric, Wizard) grants you 1/4 of a level
Each level of a Tier 2 class (Sorcerer, Favored Soul) Grants you 1/2 of a level
Each level of a Tier 3 class (Witch, Magus) grants you 3/4 of a level
Each level of a Tier 4 class (Ranger, Gunsligner) grants you 1 level
Each level of a Tier 5 class (Monk, Rogue) grants you 1 and 1/4 of a level
Each level of a Tier 6 class (Commoner, Truenamer) grants you 1 and 1/2 of a level
Always round up when determining Effective Planeswalker Level.
Any prestige class is considered the same Tier as whatever class was used to gain the prerequisites, unless a noteworthy exception or argument can be made.
{table=head]EPL|Benefits|Warp Reality
1|Planeswalk, Stamina, Purviews (1), Attributes (+1/+0/+0)|1
2|Divine Traits (1)|1
3|Attributes (+1/+0/+0)|1
4|Scion Talent|2
5|Purviews (2), Attributes (+1/+1/+0)|2
6|Divine Traits (2)|2
7|Attributes (+2/+1/+0)|3
8|Scion Talent|3
9|Attributes (+2/+2/+0)|3
10|Purviews (3), Divine Traits (3)|4
11|Attributes (+2/+2/+1)|4
12|Scion Talent|4
13|Attributes (+3/+2/+1)|5
14|Divine Traits (4)|5
15|Purviews (4), Attributes (+3/+3/+1)|5
16|Scion Talent|6
17|Attributes (+4/+3/+1)|6
18|Divine Traits (5)|6
19|Attributes (+4/+3/+2)|7
20|Purviews (5), Scion Talent|7
21|Attributes (+5/+3/+2)|7
22|Divine Traits (6)|8
23|Attributes (+5/+4/+2)|8
24|Scion Talent|8
25|Purviews (6), Attributes (+6/+4/+2)|9
26|Divine Traits (7)|9
27|Attributes (+6/+4/+3)|9
28|Scion Talent|10
29|Attributes (+7/+5/+3)|10
30|Purviews (6), Divine Traits (8)|10[/table]
Planeswalk: The primary ability of a Planeswalker is the ability to travel between different worlds almost at will. Attempting to planeswalk takes 1 minute of concentration, "rushing" it as a full-round action imposes a -10 penalty to Planeswalk checks until the Planeswalker next uses this ability. Once performed, the Planeswalker may move between any campaign setting - be it Greyhawk, Forgotten Realms, Eberron, or more. If they know where they are going, they roll a Planeswalker check, adding only their EPL, and roll to see how far from their intended destination they arrive, Multiply the value by 2 if they have never been to this location before, or if they planeswalk for the first time.
{table=head]Check result|Distance
4 or less|Wrong plane
5|5d100 miles
10|3d100 miles
15|1d100 miles
20|1d10 miles
25|5d100 feet
30|3d100 feet
31 or more|1d100 feet[/table]
After Planeswalking, the Planeswalker must make a DC 20 Planeswalker check every 4 hours in order to regain the ability to Planeswalk. Each time he fails, he gains a +1 bonus to his next check.
Stamina: The ability to manipulate reality is draining. A Planeswalker gains a pool of Stamina points equal to 1/2 his EPL times his Warp Reality value, plus his highest attribute modifier, ignoring enhancement bonuses and temporary modifiers. Stamina recovers in two ways - first, each day a Planeswalker recovers a number of points of Stamina equal to their EPL or their highest attribute modifier, whichever is higher. Second, when a Planeswalker dies, another Planeswalker may absorb their Spark and completely refill their Stamina. When reduced to 1/2 Stamina or less, a Planeswalker is Fatigued. When reduced to 1/4 their Stamina or less, a Planeswalker is Exhausted.
Purview: Each Planeswalker has dominion over certain aspects of reality. Each of these aspects is called a Purview, and is defined by a single word. Examples of purviews might include Fire, Earth, Wards, Regeneration, Wealth, Wrath, Charity, Trees, etc. Extremely narrow terms like Glass or Swords are valid, but broad concepts like Life, Time, and Summoning are invalid (but could respectively be replaced with Healing, Slowing Time, and Summoning Angels). A Planeswalker starts with one Purview and gains an additional Purview at each of the noted levels (5, 10, 15, 20, 25, and 30).
When a Planeswalker absorbs another planeswalker's Spark, they gain access to that Planeswalker's Purviews for 1 day per EPL of the deceased Plaenswalker, after which they may exchange any number of their own Purviews for those of the other Planeswalker on a one-for-one basis.
Warp Reality: Each Planeswalker has the ability to exert their will over reality. They may cast any spell from any class list whose effects coincide with one of their Purviews. Doing so drains them of a number of points of Stamina equal to the spell's level. The maximum spell level of any spell they cast with Warp Reality is their Warp Reality value on the above table. If a spell appears on more than one list, use the Cleric/Druid/Sorcerer list version's level, if any. For the purpose of caster level, substitute the Planeswalker's character level.
Warp Reality 10 denotes the ability of a Planeswalker to effectively do anything within the boundaries of reality that 1) matches the power of a Miracle or Wish spell, and 2) fits somewhere in the boundary of their Purviews.
The DC of any effect from Warp Reality is 10 + 1/2 your character level + your highest attribute modifier. However, reality is resistant to continued uses of the same ability. A planeswalker cannot have more than one active effect form the same purview at any time, and a planeswalker who uses the same specific spell takes a -2 cumulative penalty to that spell's save DC and caster level. (This is to encourage diversity and reduce spamming).
Attributes: At 1st level, a Planeswalker chooses their Primary, Secondary, and Tertiary attributes. The Primary gains an inherent bonus equal to the first value on the above table, the secondary gains the second value, the tertiary gains the third value. Once selected, these attributes cannot be changed.
Divine Traits: At 2nd level, a Planeswalker gain 1 rank of Divine Traits, as can be found here:
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/clever-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/eldritch-godling
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/mighty-godling
They gain additional divine traits every 4 levels thereafter.
Scion Talent: At 4th level, a Planeswalker gains a Scion talent or Minor Ascendancy from the same source as above. At 8th level and every 4 levels thereafter, they gain an additional Scion talent. At 20th, 24th, and 28th level, they may choose a Major Ascendancy or Greater Scion Talent.
Addendum: I generally restrict following Purviews: teleportation, mind control, summoning of any kind, death effects of any kind, and any other "I win" buttons. But that might be just because I restrict or remove those effects from my games normally.
So, what do you think? I think it bridges the Tier gap in a way that other fixes don't, and it adds a really interesting new mechanic to the adventure. Play as a group of Planeswalkers, draw together by fate, now wandering the multiverse in search of fame, fortune... or perhaps on a quest that threatens the multiverse itself. You can have a grand scale for your adventures without having to be really high level, and hey, anything that lets you play a Commoner who is a match for the Wizard in terms of sheer power is a fix that I'd stand behind.
Thanks for reading, and don't hesitate to comment!