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The Demented One
2007-07-03, 11:38 PM
Planeswalker

Planeswalkers are true children of the planes, attuned to planar magic from birth. Just as Sorcerers awaken to the magic in their blood, most Planeswalkers realize their arcane powers in adolescence, gradually mastering their power over the planes. They can control the fabric of reality with their will alone. They are masters of conjuration magic, and can cast spells of creation, summoning, or teleportation on par with those of the most skilled archmagi. They can tap the very fabric of the planes themselves for energy, just as a Cleric draws on his god or a Sorcerer on his innate power.

d4 HD

The Planeswalker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9 th

1st|
+0|
+0|
+0|
+2|Planar attunement|3|2|-|-|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Astral Jump|4|3|-|-|-|-|-|-|-|-

3rd|
+1|
+1|
+1|
+3|
–|5|4|-|-|-|-|-|-|-|-

4th|
+2|
+1|
+1|
+4|Planar Resistance +1|6|5|2|-|-|-|-|-|-|-

5th|
+2|
+1|
+1|
+4|
–|6|6|3|-|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5|
–|6|6|4|2|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5|
–|6|6|5|3|-|-|-|-|-|-

8th|
+4|
+2|
+2|
+6|Planar Resistance +2, Planeswalking (1/day)|6|6|6|4|2|-|-|-|-|-

9th|
+4|
+3|
+3|
+6|Planar Domain (50 ft.)|6|6|6|5|3|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Planeswalking (2/day)|6|6|6|6|4|2|-|-|-|-

11th|
+5/|
+3|
+3|
+7|Planar Domain (70 ft.)|6|6|6|6|5|3|-|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Planar Resistance +3, Planeswalking (3/day)|6|6|6|6|6|4|2|-|-|-

13th|
+6/+1|
+4|
+4|
+8|Planar Domain (90 ft.)|6|6|6|6|6|5|3|-|-|-

14th|
+7/+2|
+4|
+4|
+9|Planeswalking (At Will)|6|6|6|6|6|5|4|2|-|-

15th|
+7/+2|
+5|
+5|
+9Planar Domain (110 ft.)|6|6|6|6|6|6|6|5|3|-|-

16th|
+8/+3|
+5|
+5|
+10|Planar Resistance +4|6|6|6|6|6|6|6|4|2|-

17th|
+8/+3|
+5|
+5|
+10|Planar Domain (130 ft.)|6|6|6|6|6|6|6|5|3|-

18th|
+9/+4|
+6|
+6|
+11|
–|6|6|6|6|6|6|6|6|4|2

19th|
+9/+4|
+6|
+6|
+11|Planar Domain (150 ft.)|6|6|6|6|6|6|6|6|5|3

20th|
+10/+5|
+6|
+6|
+12|Ascension, Planar Resistance +5|6|6|6|6|6|6|6|6|6|4[/table]

Class Features
All the following are class features of the Planeswalker class.

Weapon and Armor Proficiency
Planeswalker are proficient with all simple weapons. They are not proficient with any armors or shields.

Spellcasting
Planeswalkers can spontaneously cast arcane spells. To learn or cast a spell, a Planeswalker must have a Charisma score equal to at least 10 + the spell level. The DC of a saving throw against a Planeswalker’s spell is 10 + the spell’s level + the Planeswalker’s Charisma modifier.

A Planeswalker can only cast a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

A Planeswalker knows a limited number of spells. He begins knowing 3 0th-level spells and 1 st-level spell. As he advances in level, he gains more spells known, as the table below. In addition, he gains one bonus spell known of each spell level due to his planar attunement class feature.

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1+1|-|-|-|-|-|-|-|-
2nd|3|1+1|-|-|-|-|-|-|-|-
3rd|4|2+1|-|-|-|-|-|-|-|-
4th|4|2+1|1+1|-|-|-|-|-|-|-
5th|4|2+1|1+1|-|-|-|-|-|-|-
6th|5|3+1|2+1|1+1|-|-|-|-|-|-
7th|5|3+1|2+1|1+1|-|-|-|-|-|-
8th|5|3+1|2+1|2+1|1+1|-|-|-|-|-
9th|6|4+1|3+1|2+1|1+1|-|-|-|-|-
10th|6|4+1|3+1|2+1|2+1|1+1|-|-|-|-
11th|6|4+1|3+1|3+1|2+1|1+1|-|-|-|-
12th|7|4+1|4+1|3+1|2+1|2+1|1+1|-|-|-
13th|7|4+1|4+1|3+1|3+1|2+1|1+1|-|-|-
14th|7|4+1|4+1|3+1|3+1|2+1|2+1|1+1|-|-
15th|8|4+1|4+1|3+1|3+1|3+1|2+1|1+1|-|-
16th|8|4+1|4+1|3+1|3+1|3+1|2+1|2+1|1+1|-
17th|8|4+1|4+1|3+1|3+1|3+1|2+1|2+1|1+1|-
18th|9|4+1|4+1|3+1|3+1|3+1|2+1|2+1|2+1|1+1
19th|9|4+1|4+1|3+1|3+1|3+1|2+1|2+1|2+1|1+1
20th|9|4+1|4+1|3+1|3+1|3+1|2+1|2+1|2+1|2+1
[/table]

Upon reaching 4th level, and at every even-numbered Planeswalker level after that, a Planeswalker can choose to exchange one of his spell’s known for another spell of the same level. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Planeswalker can cast. A Planeswalker may exchange only a single spell at any given level, and must choose whether or not to exchange the spell at the same time that he gains new spells known for the level. A Planeswalker may not exchange the bonus spells known from the planar attunement class feature.

Planar Attunement (Su)
Each day, a Planeswalker may choose to attune to a single plane. He gains one bonus spell known of each level, drawn from the spell list associated with the plane he attunes to (see below). He cannot attune to a plane that has alignment traits that are opposite his own–a lawful Planeswalker cannot attune to a chaotic plane, an evil Planeswalker cannot attune to a good plane. He must have had 8 hours of rest before he can attune himself to a plane. Once attuned, he remains so for 24 hours or until he attunes to another plane.

Astral Jump (Sp)
At 2nd level, a Planeswalker gains the ability to briefly move through the Astral Plane, teleporting over short distances. As a standard action, he may teleport a number of feet equal to 10 x his class level. He must have line of sight to the point he is teleporting to. A Planeswalker may use this ability at will, but once he has used it, he must wait 5 rounds before he can use it again.

Planar Resistance (Ex)
Planeswalkers can endure the magic of the planes better than most mortals. At 4th level, a Planeswalker gains a +1 enhancement bonus on saves against the abilities of outsiders, and against natural hazards of the planes. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.

Planeswalking (Sp)
At 8th level, a Planeswalker gains the abilty to use planeshift once per day as a spell-like ability, with caster level equal to his class level. He may use this ability twice per day at 10th level, and three times per day at 12th level. At 14th level, he may use this ability at will. Regardless of how many times per day a Planeswalker can use this ability, once he has used it, he must wait an hour before he can use it again.

Planar Domain (Su)
At 9th level, the Planeswalker gains mastery over a small demiplane, created by his own will. The demiplane has a radius of 50 ft. The Planeswalker determines the details of its environment, such as atmosphere, water, temperature, and geography, within certain limitations. His demiplane cannot support native plant or animal life, although he can bring plants and animals from other planes. His demiplane cannot be formed of rare or exotic materials such as gold or adamantium–he is limited to stone and soil. The demiplane's time trait is the same as the Material Planes, and it does not have any alignment traits. At each subsequent odd level, the demiplane’s radius expands by 20 ft., to a maximum of 150 ft. The Planeswalker can travel to his demiplane by any normal means, but other creatures cannot travel to it unless they are taken by the Planeswalker. However, once a creature has been to the demiplane, it can return using normal means, without the Planeswalker’s assistance.

Ascension (Ex)
At 20th level, a Planeswalker becomes one with the multiverse, becoming an outsider. His type changes to Outsider, and he gains the Native subtype. He gains damage reduction 10. He chooses one aspect of his alignment. The opposite of that alignment is the only thing that can bypass the damage reduction. If he is True Neutral, then he may pick the alignment of his choice to bypass the reduction.

The Demented One
2007-07-03, 11:39 PM
Planeswalker Spell List

0th:
Acid splash, arcane mark, caltrops*, create water, detect magic, know direction, light, message, prestidigitation, read magic, resistance

1st:
Benign transposition*, endure elements, grease, lesser orb of acid/cold/electricity/fire/sound*, mage armor, mount, obscuring mist, protection from chaos/evil/good /law, resist planar alignment*, summon monster I, unseen servant

2nd:
Acid arrow, avoid planar effects*, baleful transposition*, ethereal chamber*, fog cloud, ghost touch armor*, glitterdust, locate object, resist energy, summon monster II, summon swarm, web

3rd:
Anticipate teleportation*, arcane sight, attune form*, blink, dispel magic, false gravity*, ghost touch weapon*, greater mage armor*, interplanar message*, lesser telepathic bond*, phantom steed, protection from energy, safety*, sepia snake sigil, servant horde*, sleet storm, stinking cloud, summon monster III

4th:
Black tentacles, dimension door, dimensional anchor, dismissal, ethereal mount*, lesser planar ally, lesser planar exchange*, locate creature, make manifest*, minor creation, orb of acid/cold/electricity/fire/force/sound*, perinarch*, planar tolerance*, secure shelter, solid fog, summon monster IV, translocation trick*

5th:
Cloudkill, contact other plane, faithful hound, greater blink*, greater dimension door*, hidden lodge*, major creation, phantasmal thief*, plane shift, secret chest, sending, subvert planar essence*, summon monster V, telepathic bond, teleport, wall of stone, word of recall, zone of respite*

6th:
Acid fog, banishment, contingency, find the path, forbiddance, gemjump*, greater anticipate teleportation*, greater dispel magic, heroes’ feast, interplanar telepathic bond*, mass make manifest*, planar ally, planar exchange*, seal portal*, summon monster VI, wall of iron

7th:
Ethereal jaunt, greater arcane sight, greater plane shift*, greater teleport, instant summons, limited wish, magnificent mansion, phase door, planar bubble*, refuge, reverse gravity, summon monster VII, teleport object

8th:
Demand, dimensional lock, discern location, greater planar ally, greater planar exchange*, incendiary cloud, maze, summon monster VIII, temporal stasis, trap the soul

9th:
Abyssal army*, astral projection, etherealness, heavenly host*, hellish horde*, gate, genesis, planar perinarch*, reality maelstrom*, summon elemental monolith*, summon monster IX, teleportation circle, time stop, wish

*From Spell Compendium

The Demented One
2007-07-03, 11:40 PM
Planar Attunement Spell Lists

Standard Cosmology

Abyss

1. Cause Fear
2. Death Knell
3. Contagion
4. Poison
5. Symbol of Pain
6. Circle of Death
7. Finger of Death
8. Symbol of Death
9. Implosion


Acheron

1. Magic Weapon
2. Spiritual Weapon
3. Greater Magic Weapon
4. Shout
5. Slay Living
6. Blade Barrier
7. Mage’s Sword
8. Greater Shout
9. Power Word Kill


Arborea

1. Endure Elements
2. Aid
3. Heroism
4. Neutralize Poison
5. Break Enchantment
6. Heroes’ Feast
7. Spell Turning
8. Greater Heroism
9. Freedom


Arcadia

1. Goodberry
2. Create Food and Water
3. Plant Growth
4. Minor Creation
5. Major Creation
6. Fabricate
7. Animate Plants
8. True Creation
9. Shambler


Astral Plane

1. Summon Monster I
2. Summon Monster II
3. Summon Monster III
4. Dimension Door
5. Teleport
6. Teleport Object
7. Greater Teleport
8. Dimensional Lock
9. Astral Projection


Baator

1. Charm Person
2. Detect Thoughts
3. Suggestion
4. Crushing Despair
5. Dominate Person
6. Mass Suggestion
7. Repulsion
8. Demand
9. Dominate Monster


Beastlands

1. Summon Nature’s Ally I
2. Summon Nature’s Ally II
3. Summon Nature’s Ally III
4. Summon Nature’s Ally IV
5. Summon Nature’s Ally V
6. Commune with Nature
7. Anti-Life Shell
8. Animal Shapes
9. Shapechange


Carceri

1. Entangle
2. Snare
3. Hold Person
4. Resilient Sphere
5. Hold Monster
6. Flesh to Stone
7. Mass Hold Person
8. Binding
9. Imprisonment


Celestia

1. Shield of Faith
2. Shield Other
3. Magic Vestment
4. Death Ward
5. Private Sanctum
6. Blade Barrier
7. Protection from Spells
8. Mind Blank
9. Holy Aura


Elemental Plane of Air

1. Whispering Wind
2. Gust of Wind
3. Fly
4. Air Walk
5. Control Winds
6. Wind Walk
7. Control Weather
8. Whirlwind
9. Elemental Swarm (Air elementals only)


Elemental Plane of Earth

1. Magic Stone
2. Soften Earth and Stone
3. Stone Shape
4. Spike Stones
5. Move Earth
6. Flesh to Stone
7. Earthquake
8. Repel Metal or Stone
9. Elemental Swarm (Earth elementals only)


Elemental Plane of Fire

1. Burning Hands
2. Scorching Ray
3. Fireball
4. Fire Trap
5. Wall of Fire
6. Fire Seeds
7. Delayed Blast Fireball
8. Fire Storm
9. Elemental Swarm (Fire Elementals only)


Elemental Plane of Water

1. Obscuring Mist
2. Fog Cloud
3. Water Walk
4. Control Water
5. Cone of Cold
6. Freezing Sphere
7. Acid Fog
8. Polar Ray
9. Elemental Swarm (Water Elementals only)


Elysium

1. Protection from Evil
2. Calm Emotions
3. Magic Circle against Evil
4. Holy Smite
5. Dispel Evil
6. Banishment
7. Dimensional Lock
8. Holy Word
9. Foresight


Ethereal Plane

1. Shield
2. Magic Missile
3. Blink
4. Resilient Sphere
5. Wall of Force
6. Ethereal Jaunt
7. Forcecage
8. Telekinetic Sphere
9. Etherealness


Gehenna

1. Cause Fear
2. Scare
3. Fear
4. Phantasmal Killer
5. Symbol of Fear
6. Eyebite
7. Finger of Death
8. Trap the Soul
9. Weird


Hades

1. Protection from Good
2. Blindness/Deafness
3. Magic Circle against Good
4. Unholy Blight
5. Dispel Good
6. Waves of Fatigue
7. Finger of Death
8. Blasphemy
9. Energy Drain


Limbo

1. Protection from Law
2. Entropic Shield
3. Magic Circle against Law
4. Chaos Hammer
5. Dispel Law
6. Animate Objects
7. Insanity
8. Word of Chaos
9. Symbol of Insanity


Mechanus

1. Protection from Chaos
2. Command
3. Magic Circle against Chaos
4. Order’s Wrath
5. Dispel Chaos
6. Hold Monster
7. Mass Hold Person
8. Dictum
9. Mass Hold Monster


Negative Energy Plane

1. Inflict Light Wounds
2. Death Knell
3. Inflict Moderate Wounds
4. Animate Dead
5. Inflict Serious Wounds
6. Create Undead
7. Harm
8. Destruction
9. Wail of the Banshee


Outlands

1. Magic Aura
2. Obscure Object
3. Dispel Magic
4. Lesser Globe of Invulnerability
5. Greater Dispel Magic
6. Antimagic Field
7. Spell Turning
8. Protection from Spells
9. Disjunction


Pandemonium

1. Lesser Confusion
2. Gust of Wind
3. Wind Wall
4. Confusion
5. Control Winds
6. Wind Walk
7. Insanity
8. Whirlwind
9. Wail of the Banshee


Plane of Shadow

1. Disguise Self
2. Darkness
3. Deeper Darkness
4. Shadow Conjuration
5. Shadow Evocation
6. Shadow Walk
7. Greater Shadow Conjuration
8. Greater Shadow Evocation
9. Shades


Positive Energy Plane

1. Cure Light Wounds
2. Lesser Restoration
3. Cure Moderate Wounds
4. Death Ward
5. Cure Serious Wounds
6. Undeath to Death
7. Heal
8. Regenerate
9. Resurrection


Ysgard

1. Enlarge Person
2. Bull’s Strength
3. Heroism
4. Mass Enlarge Person
5. Mass Bull’s Strength
6. Transformation
7. Greater Heroism
8. Iron Body
9. Crushing Hand



Eberron Cosmology

Astral Plane

1. Summon Monster I
2. Summon Monster II
3. Summon Monster III
4. Dimension Door
5. Teleport
6. Teleport Object
7. Greater Teleport
8. Dimensional Lock
9. Astral Projection


Daanvi

1. Protection from Chaos
2. Command
3. Magic Circle against Chaos
4. Order’s Wrath
5. Dispel Chaos
6. Hold Monster
7. Mass Hold Person
8. Dictum
9. Mass Hold Monster


Dal Quor

1. Sleep
2. Detect Thoughts
3. Deep Slumber
4. Dream
5. Nightmare
6. Symbol of Sleep
7. Brain Spider
8. Mind Blank
9. Weird


Dolurrh

1. False Life
2. Command Undead
3. Halt Undead
4. Animate Dead
5. Unhallow
6. Create Undead
7. Control Undead
8. Create Greater Undead
9. Soul Bind


Ethereal Plane

1. Shield
2. Magic Missile
3. Blink
4. Resilient Sphere
5. Wall of Force
6. Ethereal Jaunt
7. Forcecage
8. Telekinetic Sphere
9. Etherealness


Fernia

1. Burning Hands
2. Scorching Ray
3. Fireball
4. Fire Trap
5. Wall of Fire
6. Fire Seeds
7. Delayed Blast Fireball
8. Fire Storm
9. Elemental Swarm (Fire Elementals only)


Irian

1. Cure Light Wounds
2. Consecrate
3. Cure Moderate Wounds
4. Death Ward
5. Hallow
6. Create DeathlessECS
7. Heal
8. Create Greater DeathlessECS
9. Resurrection


Kythri

1. Protection from Law
2. Entropic Shield
3. Magic Circle against Law
4. Chaos Hammer
5. Dispel Law
6. Animate Objects
7. Insanity
8. Word of Chaos
9. Symbol of Insanity


Lamannia

1. Summon Nature’s Ally I
2. Summon Nature’s Ally II
3. Summon Nature’s Ally III
4. Summon Nature’s Ally IV
5. Summon Nature’s Ally V
6. Commune with Nature
7. Anti-Life Shell
8. Animal Shapes
9. Shapechange


Mabar

1. Inflict Light Wounds
2. Death Knell
3. Inflict Moderate Wounds
4. Enervation
5. Inflict Serious Wounds
6. Circle of Death
7. Harm
8. Destruction
9. Wail of the Banshee


Plane of Shadow

1. Disguise Self
2. Darkness
3. Deeper Darkness
4. Shadow Conjuration
5. Shadow Evocation
6. Shadow Walk
7. Greater Shadow Conjuration
8. Greater Shadow Evocation
9. Shades


Risia

1. Obscuring Mist
2. Chill Metal
3. Sleet Storm
4. Ice Storm
5. Cone of Cold
6. Freezing Sphere
7. Acid Fog
8. Polar Ray
9. Elemental Swarm (Water Elementals only)


Shavarath

1. Magic Weapon
2. Spiritual Weapon
3. Greater Magic Weapon
4. Shout
5. Slay Living
6. Blade Barrier
7. Mage’s Sword
8. Greater Shout
9. Power Word Kill


Syrania

1. Protection from Evil
2. Magic Circle against Evil
3. Fly
4. Holy Smite
5. Dispel Evil
6. Overland Flight
7. Wind Walk
8. Holy Word
9. Holy Aura


Thelanis

1. Charm Person
2. Zone of Natural PurityECS
3. Charm Monster
4. Nature’s WrathECS
5. Commune with Nature
6. Liveoak
7. Return to NatureECS
8. Mass Charm Monster
9. Shambler


Xoriat

1. Lesser Confusion
2. Touch of MadnessECS
3. Rage
4. Confusion
5. Phantasmal Killer
6. Bolts of BedevilmentECS
7. Insanity
8. Maddening ScreamECS
9. Weird

Stick_Ninja
2007-07-04, 12:11 AM
Hmm...this seems really cool, though some of it seems a tad overpowered. Being able to change your spells everyday? To me that seems like too much. Maybe only having one to begin with and gaining more with higher levels?

And also, IMO, it'd be better to have a set alignment or material for the damage reduction. The two-part is just a little rare as far as I see it.

Otherwise this seems solid and very fun to play. Good job.:smallsmile:

The Demented One
2007-07-04, 12:14 AM
Keep in mind that it's only one spell of each level that they get to change from day to day. The rest are set.

Tinranor
2007-07-04, 01:05 PM
Keep in mind that it's only one spell of each level that they get to change from day to day. The rest are set.

And they can only change spells of up to 7th level.

Psionic Dog
2007-07-04, 01:48 PM
Defiantly looks overpowered.

The way I see it, you took a sorcerer, lost the familiar and limited the class spell list, then added special abilities. Very powerful special abilities. My biggest complaints:
Astrial jump. This looks more powerful than a shadow dancer's shadow jump. And it's available at 2nd level. A non-prestige 2nd level.

Plane Walking: I like it, but if feels like it strengthens too fast.

Planar Domain. No. 9th level character do not have a personal divine realm or get someone to cast Genius for their personal pleasure. This would make a nice epic progression but should not start before 15th level.

Ascension: Keep it, but each character should only have DR/single alignment. (-10/evil, -10/lawful, -10/good, or -10/chaotic)

Fizban
2007-07-04, 03:35 PM
Did you even read the spell list? They have nowhere near the amount of selection a sorcerer gets, and can't fill the same roles.

Also, realize that Clerics get planeshift the spell at 9th level. There's nothing stopping a cleric from planeshifting all his buddies to say, the Seven Mounting Heavens of Celestia to take a rest in his god's court for the night.

The Demented One
2007-07-04, 08:13 PM
Astrial jump. This looks more powerful than a shadow dancer's shadow jump. And it's available at 2nd level. A non-prestige 2nd level.
Player's Handbook II gives Wizards the same thing as an alternate class feature at 1st level, except as an immediate action, and without the delay between usage.


Planar Domain. No. 9th level character do not have a personal divine realm or get someone to cast Genius for their personal pleasure. This would make a nice epic progression but should not start before 15th level.
I might change it, but consider that it is somewhat considerable to a portable hole, which is really nothing more than an easily carried around demiplane.


Ascension: Keep it, but each character should only have DR/single alignment. (-10/evil, -10/lawful, -10/good, or -10/chaotic)
Yeah, might do that.

Ivius
2007-07-04, 08:17 PM
Also, realize that Clerics get planeshift the spell at 9th level. There's nothing stopping a cleric from planeshifting all his buddies to say, the Seven Mounting Heavens of Celestia to take a rest in his god's court for the night.

Off topic, but that was an awesome idea.

Psionic Dog
2007-07-04, 09:42 PM
Did you even read the spell list? They have nowhere near the amount of selection a sorcerer gets, and can't fill the same roles.

Also, realize that Clerics get planeshift the spell at 9th level. There's nothing stopping a cleric from planeshifting all his buddies to say, the Seven Mounting Heavens of Celestia to take a rest in his god's court for the night.

Yes, I read the list. No, versatility is not the point, and no, reduced versatility is not a major limiting factor. Wizards are versatile. Sorcerers are forced specialize for a party role with their limited known spells. Divinations, Transmutations, and the non-foggy assault spells are all that I see missing. Thats ok, the Planewalker wouldn't be as special or justify any of its special abilities if it could double as a group's artillery.

And yes, I know Clerics can planeshift at 9th level. I never said the planewalker shouldn't get this ability at 8th. It was the planeshift at will that bothered me. Rank 6+ deities planeshift at will. A level 14 character doing what a rank 4 deity without 14 levels of planewalker itself couldn't was what I was arguing against. So I still stand by my suggestion that the planewalker wait until, say, 18th or even epic.


Player's Handbook II gives Wizards the same thing as an alternate class feature at 1st level, except as an immediate action, and without the delay between usage.
Oh. Ok. I don't have the PHII and didn't realize this.


I might change it, but consider that it is somewhat considerable to a portable hole, which is really nothing more than an easily carried around demiplane.
Last I checked portable holes were 10 by 10 bland cylinders.

I still say a 50 foot landscaped area is closer to a Genius result or a godly realm.


Haven't heard of godly realms? Look here (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#godlyRealm)

The Demented One
2007-07-04, 09:57 PM
And yes, I know Clerics can planeshift at 9th level. I never said the planewalker shouldn't get this ability at 8th. It was the planeshift at will that bothered me. Rank 6+ deities planeshift at will. A level 14 character doing what a rank 4 deity without 14 levels of planewalker itself couldn't was what I was arguing against. So I still stand by my suggestion that the planewalker wait until, say, 18th or even epic.
The basis for that is a PrC from Manual of the Planes, which granted plane shift as a spell-like ability at will at 9th level.


Last I checked portable holes were 10 by 10 bland cylinders.

I still say a 50 foot landscaped area is closer to a Genius result or a godly realm.
Yeah, but I'm still not seeing a 50-ft. radius area being overpowered. It makes a convenient base or storage, but just not that broken.

Fizban
2007-07-05, 02:30 AM
And yes, I know Clerics can planeshift at 9th level. I never said the planewalker shouldn't get this ability at 8th. It was the planeshift at will that bothered me. Rank 6+ deities planeshift at will. A level 14 character doing what a rank 4 deity without 14 levels of planewalker itself couldn't was what I was arguing against. So I still stand by my suggestion that the planewalker wait until, say, 18th or even epic.


Oh. Ok. I don't have the PHII and didn't realize this.


Last I checked portable holes were 10 by 10 bland cylinders.

I still say a 50 foot landscaped area is closer to a Genius result or a godly realm.


Haven't heard of godly realms? Look here (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#godlyRealm)
My planeshift comment was in regards to the "overpoweredness" of having a demiplane. The most powerful ability of a personal demiplane is the ability to hide out and rest there in relative safety, and a cleric can do that just by teleporting to their allied higher plane. Not to mention a little spell called rope trick that turns up in every caster argument ever. What else can you do with it? Uh....store stuff. That's about it: hide, and store stuff. Which can already be done with a rope trick and a cheap bag of holding. Okay, so the demiplane can hold more stuff, so that makes it overpowered? It should already be assumed that the PC's will cart away everything of value, storage space just makes it easier.

As for planeshifting at will, just because a deity can do it doesn't mean a PC shouldn't be able to. It has an accuracy of all of 5-500 miles, and provides no protection against the nature of the plane. Again, it just means you can hide on another plane quickly, and any encounter where you can run away with no consequences is a poorly built encounter.

Callix
2007-07-05, 04:36 AM
The basis for that is a PrC from Manual of the Planes, which granted plane shift as a spell-like ability at will at 9th level.


The only problem is that a 9th level PrC has prerequisites, and may require the character to be higher than 14th level. Particularly for sorcerers. Oh, and the wizard's immediate teleport? It's a static 10ft and has limited uses. This is how to bypass any given physical obstacle short of a wall of force. Maybe even then.

JackMage666
2007-07-05, 06:49 AM
I like it, personally. It does have some flaws, however...

The Astral Jump is powerful. Especially at low levels. Give it a times per day limit, and it should be good. Maybe at will at higher levels, and that suggestion goes with the fact that a Horizon Walker gets Dimension Door at will if you plan him right.

Planar Attunement should also give the Planeswalker protection from the planar elements (that way, the guy isn't exploding from positive enrgy, even if he's attuned to the right plain).
Also, as a personal preference, I'd make it so you have to spend 8 hours on that plane to become attuned to it. That way, they're attuned to the plane for that reason, not for the spells.

At-will Planeshift IS really strong. Very few PrCs or Classes give the equivilant to a 5th level spell at will. I understand the hourly limit is meant to limit this, but still. Keep it to a times per day limit, I'd suggest. 5/day at the most, is my suggestion. Or, if you're set with it being At Will, couple it with the Capstone ability, and increase times per day in the meantime.

As for the personal demiplane. Well, it's really cool. I mean, I'd set it so time doesn't flow there and go nova in every fight. The last spell I'd cast would be Plane Shift, or use the Plane Shift ability, and sleep for 8 hours so I regain spells. Plane Shift back, unleash spells, repeat.
Alternative, speed up time ridiculously, and go there and wait for trouble to boil over. I mean, setting 1 minute to equal 1 year on the material plain means waiting 20 minutes will make most crimes dissapear.
Basically, there are alot of very potent things you could do with this. It's troublesome as well. I don't have a fix for this, because it's cool and I like it. Maybe give it to the Planeswalker at 15th level, at 150 ft, and leave it at that. You get it one time, have to set the traits then (which cannot be changed), and that's it. No expanding over the levels, just package it to one class ability. Besides, most would have Multiclassed by this point, probably.

That's all I got. I like it, though.