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crillitor
2008-01-24, 10:42 AM
Dimensional Adept
Requirements
• Base Attack: +5
• 10 ranks in of Knowledge (the planes)
• Able to cast 4th level arcane spells
• Must have had contact with a being of another dimension or plane


DIMENSIONAL ADEPT
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+0|Distortion 15%, Teleport 3/day|+1 level of existing spellcasting class

2nd|
+1|
+1|
+1|
+1|Dimensional Pull (full round)|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+1|Advanced Learning|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+2|Distortion 30%, Dimensional Pull (move action)|+1 level of existing spellcasting class

5th|
+2|
+2|
+2|
+2|Hide Beyond|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+3|Dimensional Pull (free action), Advanced Learning|+1 level of existing spellcasting class

7th|
+3|
+3|
+3|
+3|Distortion 50%|+1 level of existing spellcasting class

8th|
+4|
+3|
+3|
+4|Temporal Stasis|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+4|Advanced Learning|+1 level of existing spellcasting class

10th|
+5|
+3|
+3|
+5|Dimensional Master|+1 level of existing spellcasting class [/table]





Abilities
Distortion- Dimensional adepts with this ability is affected with the spell displacement as a continuous ability. At first level, the chance to hit is reduced by 15%. This is increased to 30% at 4th level, 50% at 7th level and 75% at 10th level.
Teleport- Dimensional adepts gain the ability to use the spell teleport as a spell like ability 3/day.
Dimensional Pull- Adepts can put equipment or other objects into pocket dimensions for later use. To pull an item from a dimension, it takes a full round action but decreases to a move action at 4th level and a free action at 6th level. Contents of the pocket dimensions cannot exceed 20 lbs x levels in dimensional adept. You may have up to 1 per level.
Advanced Learning- At 3rd, 6th and 9th a dimensional adept can choose a new spell from the wizard/ sorcerer spell list in the Player’s Handbook from the conjuration sub school. It the adept chooses to do so, he must choose a spell of that level to replace it with.
Hide Beyond- A dimensional adept may choose to hide in a pocket dimension to avoid danger. This ability is primarily used for the adept and no one else can go with them. They may take everything that they are carrying (provided that does not exceed their maximum load). The rule for pocket dimension capacity does not apply in this instance. The dimensional adept may stay in the pocket dimension for 1 min/per level.
Temporal Stasis- the adept may use temporal stasis, as the spell, except the victim is taken by a pocket dimension and doesn’t get freed from the pocket dimension until either the adept willing frees the victim or the adept dies.
Dimensional Master- as a Dimensional Master, you gain the following:
• The Distortion ability is increased to 75% and also works on spells.
• You may hold as much items/ weight in a pocket dimension as you need.
• You may use the spell gate as a spell like ability 2/day.

Pocket Dimensions:
• Used to store items for later use.
• Items placed in stay in the same condition as when they went in.
• If used for the Hide Beyond ability, user is sustained with enough air for the user to stay alive until he leaves.
• Pocket dimensions stay with the adept at all times and can be as big or little as possible.
• Can only be detected if the adept permits one to see it, the spell detect magic with a spot check (DC 30) or by other dimensional adepts.

Can some ome please give me feed back on this?

Nebo_
2008-01-24, 11:04 AM
Could you fix the editing so it's easier to read?

It doesn't appear to advance spellcasting, but you need casting to get in. What gives?

Stycotl
2008-01-24, 02:22 PM
look at Fax Celestis' Guide to Homebrewing at the beginning of the homebrew forum. it'll give you some pointers on how to make this post user-friendly. good luck.

crillitor
2008-01-24, 07:24 PM
I now have fixed the format problem.
Please give me feed back on the class

Stycotl
2008-01-24, 08:27 PM
try separating the ability descriptions so it's easier on the eyes to read, and so that we can tell where one begins and the other ends.

Kai-Palin
2008-01-30, 01:57 PM
This seems way overpowered to me, just at first glance. It has the same kind of problem as the Initiate of the Sevenfold Veil: amazing, powerful abilities, and a casting progression that puts the resulting character way over the top.

I really like the idea, but it just needs a little balancing work. I would, at the very least, give this beast caster level progression only at 2, 3, 4, 6, 7, 8, and 10th levels, maybe even pare it down to every other level.

First, if you don't mind, I'll reformat the abilities so that they are easier to read and distinguish from one another. You'll want to add whether each ability is extraordinary, spell-like, or supernatural. I think distortion, dimension pull, and hide beyond should be supernatural, while the ones you have noted as spell-like in the text should be tagged as such. My comments on individual abilities will be in red text after the ability in question.

Abilities
Distortion- Dimensional adepts with this ability is affected with the spell displacement as a continuous ability. At first level, the chance to hit is reduced by 15%. This is increased to 30% at 4th level, 50% at 7th level and 75% at 10th level. A flat 75% is extremely high, perhaps 15%+5% per level, to 60% at 10th level? Even then, it ought to only apply to weapons and spells that cannot target the ethereal or astral planes, as those normally can hit a blinking or distorted target.

Teleport- Dimensional adepts gain the ability to use the spell teleport as a spell like ability 3/day. This works well thematically, but since you have fitted the class requirements to a 10th level sorceror or wizard, maybe it could be altered to something like Spontaneous Teleportation: Dimensional adepts may convert any 5th level or higher spell into a teleport spell up to the adepts casting attribute modifier (Int for wizards, Cha for sorcerors) times/day.

Dimensional Pull- Adepts can put equipment or other objects into pocket dimensions for later use. To pull an item from a dimension, it takes a full round action but decreases to a move action at 4th level and a free action at 6th level. Contents of the pocket dimensions cannot exceed 20 lbs x levels in dimensional adept. You may have up to 1 per level. I love this ability. Pehaps the name could be changed though, it puts me in mind of someone being dragged into another dimension, not a little hole into which one puts books and wands. It makes bags of holding useless, but that's not anything horrible. Maybe restrict it to only non-living materials entering the dimensional pocket. Why is the storage limited by weight? It seems like the size of the object would matter more, as tearing a larger hole in normal space-time would be of more difficulty than having a small area just support a heavy object. In that case, maybe a dimension of 2 cubic feet/adept level, and 1 pocket/ adept level would work. How far away from the adept can the pockets go?

Advanced Learning- At 3rd, 6th and 9th a dimensional adept can choose a new spell from the wizard/ sorcerer spell list in the Player’s Handbook from the conjuration sub school. It the adept chooses to do so, he must choose a spell of that level to replace it with. Conjuration is not in and of itself a subschool, maybe it should be the conjuration [teleportation] or conjuration [summoning] subschool, as those fit the class flavor.

Hide Beyond- A dimensional adept may choose to hide in a pocket dimension to avoid danger. This ability is primarily used for the adept and no one else can go with them. They may take everything that they are carrying (provided that does not exceed their maximum load). The rule for pocket dimension capacity does not apply in this instance. The dimensional adept may stay in the pocket dimension for 1 min/per level. This ability needs more solid rule-based data. Is this a once/day ability, and how long does it take to activate? Maybe instead of sitting in a pocket dimension for 10 minutes, the adept could, as an immediate action in response to an attack, pull himself inside one of his empty pockets, causing the attack to automatically fail against him unless it is a ghost-touch weapon or an attack that can otherwise hit creatures on the astral plane. The ability would be usable 1/day at 5th level, with an additional use every other level afterwards

Temporal Stasis- the adept may use temporal stasis, as the spell, except the victim is taken by a pocket dimension and doesn’t get freed from the pocket dimension until either the adept willing frees the victim or the adept dies. How many times per day? This is an extremely powerful spell, it seems like it should be a 1/day ability at the most, and the target should get a Fortitude save every hour/ adept level to free themselves from the effect. The effect should also be a full-round action.

Dimensional Master- as a Dimensional Master, you gain the following:
• The Distortion ability is increased to 75% and also works on spells.
• You may hold as much items/ weight in a pocket dimension as you need.
• You may use the spell gate as a spell like ability 2/day.
See above for opinions on Distortion. I do like the works on spells bit, but perhaps only ones that can't bypass planar barriers. Maybe you could increase the amount of space for each pocket dimension to 5 cubic feet/adept level, from 2, because with a limitless dimension, there's no point in using any more than one of the ten pockets available to you. Finally, gate as a spell-like ability is VERY dangerous. There is a reason that the spell has a 1000 xp cost, as it is hugely powerful, and 2/day makes a Dimensional adept into a balor-summoning monstrosity rather too easily.
Instead of Gate, maybe one or more of these abilities:
-the adept's teleport spells have a +50% range and can carry up to five additional creatures.
-the adept, whenever casting a Conjuration [Teleportation] spell that has a random chance for going off-target, may roll twice and chose the result he or she wants.
-the adept could gain the ability to combine any or all of his or her pocket dimensions and create a demiplane if his or her combined pockets exceed 300 cubic feet.
-Or perhaps the adept could bring up to ten allies (1/level) into a pocket dimension with her.

Pocket Dimensions:
• Used to store items for later use. And may only hold non-living items (no undead or constructs, either).
• Items placed in stay in the same condition as when they went in.
• If used for the Hide Beyond ability, user is sustained with enough air for the user to stay alive until he leaves.
• Pocket dimensions stay with the adept at all times and can be as big or little as possible. Just how large or small? And at whose volition does it change size? I am assuming you are talking about the opening to the pocket dimension.
• Can only be detected if the adept permits one to see it, or by the spell detect magic with a spot check (DC 30), or by other dimensional adepts.