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    Ogre in the Playground
     
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    Default [Base Class] The Planes are Calling (P.E.A.C.H.)

    The Planar Mage


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    ”I protect Kolosso from the nightmares; I protect you from what hides in the dark. I harness the powers of the planes of existence, I protect you.

    We protect you. Never forget.”

    Eagleskinner, Sa’Thok Planar mage of the Material Planes.

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    Astral Mage.


    The Planar Mage is a spellcaster who draws their powers from the very essence of the planes. They do not necessarily know the source of their powers, nor the exact plane that they are associated with, but all have one. The Planar Mage’s true strength lies in their planar ties, not in the spells that they cast. The planes fuel their souls, and from the magic of the planes, the Planar Mage drinks in the power.

    Adventures: Planar Mages adventure in order to find out about themselves. They adventure in order to protect the planes, and to gain power. Many do not adventure for money, probably because they could fairly easily gain money if they were to use their abilities to do it, but seek for some higher calling.

    Characteristics: Planar Mages tend to be singular. They have a fascination with the magical power of the planes, and the planes do not tend to be very accessible by multiple people working in synchronicity. One’s relationship with the planes tends to be very personal, and not open to others.

    Alignment: Planar Mages can be of any alignment, and are not any more predisposed to either law, chaos, evil or good.

    Religion: Planar Mages do not have any patrons. Because there are no patrons of the planes, Planar Mages tend to worship gods based on where they grew up, what religion they grew up with, and any racial gods they may have. They might worship a god of magic, but it is unlikely that such a god would hold any more interest to them as a god of a culture.

    Background: Planar Mages come from all backgrounds and all races. They might receive some training in a magical academy, but only to increase their basic understanding of how magic in general works, and also how the planes work. Planar Mages get their main power from the planes not because they study for it, but because they are naturally and innately connected to the planes.

    Races: Planar Mages appear in all races, taking their power from a mystical connection to the planes, and not a cultural connection to study like wizards.

    Other Classes: Planar Mages pretty much can handle anyone. Frontline warriors are a personal favorite class type of Planar Mages, since the protect the Planar Mage, and help with some spells. They can deal well with rogues and tricky types, and also deal well with Sorcerers, Wizards, Clerics, and other casters.

    Role: Planar Mages can encompass a truly wide variety of roles. They can be buffers, healers, damage, battlefield control, party-faces, mainpulators, summoners. You name it, they can do it.

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    Shadow Mage.


    Abilities: The Planar Mage’s most important ability score is their casting ability score, followed by Dexterity and Constitution. Dexterity is necessary for the use of some School Focus features, and for the Touch of the Planes ability. Constitution is a boon to all characters, and one of the few ability scores that actively increases the Planar Mage’s survivability.
    Alignment: Any
    Hit Die: d6

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    Elemental Mage.


    Class Skills: The Planar Mage’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at 1st Level: (6 + Int)*4
    Skill Points at Each Additional Level: 6 + Int

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    Material Mage.


    The Planar Mage
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |By Will Word or Wit, Planar School|4|1|-|-|-|-|-|

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Touch of the Planes 1d6|4|2|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |School Focus (First)|4|2|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Touch of the Planes 2d6|4|2|2|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Spark of Genius (1st level)|5|2|2|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Touch of the Planes 3d6|5|3|2|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |School Focus (Second)|5|3|2|2|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Touch of the Planes 4d6|5|3|3|2|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Spark of Genius (2nd level)|5|3|3|2|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Touch of the Planes 5d6|5|3|3|2|2|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |School Focus (Third)|6|4|3|3|2|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Touch of the Planes 6d6|6|4|3|3|2|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Spark of Genius (3rd level)|6|4|4|3|2|2|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Touch of the Planes 7d6|6|4|4|3|3|2|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |School Focus (Fourth)|6|4|4|3|3|2|-|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Touch of the Planes 7d6|6|4|4|4|3|2|2|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Spark of Genius (4th level)|7|5|4|4|3|3|2|-

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Touch of the Planes 8d6|7|5|4|4|3|3|2|-

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |School Focus (Fifth)|7|5|5|4|4|3|2|2

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Touch of the Planes 9d6, Planar Mastery|7|5|5|4|4|3|3|2[/table]

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    Positive Mage.


    Weapon Proficiencies: The Planar Mage is proficient with all simple weapons, but no armor.

    By Will Word or Wit: When the Planar Mage takes their first level in this class, they must choose whether to have their Spellcasting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

    Planar School: At first level, the Planar Mage chooses what school they are a part of. The schools are listed below. Once they have chosen their school, they may not change their choice.

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    Astral: The plane of the stars infuses the Planar Mage’s magic, allowing him to see into the distances, and travel to them. He gains a +1 bonus to his Caster level for the purpose of Divination and Conjuration (Teleportation) spells.

    His spell list is that of the Astral school.


    Shadow: The plane of shadows infuses the Planar Mage’s magic, obscuring and diffusing image, noise, and sense. He gains a +1 bonus to his Caster level for the purpose of casting spells of the Illusion or Enchantment school.

    His spell list is that of the Shadow school.


    Elemental: The planes of the elements infuse the Planar Mage’s magic, burning, freezing, shocking and dissolving all. He gains a +1 bonus to his Caster level for the purpose of casting spells with the [Fire], [Cold], [Water], [Air], [Electricity], [Acid] or [Earth] spells.

    His spell list is that of the Elemental school.


    Material: The planes of matter and being infuse the Planar Mage’s magic, allowing him to call and summon otherworldly protectors. He gains a +1 bonus to his Caster level for the purpose of casting spells of the Conjuration school.

    His spell list is that of the Material school.


    Positive: The plane of life infuses the Planar Mage’s magic, giving him power over life, for healing and strengthening of his allies. He gains a +1 bonus to his Caster level for the purpose of casting spells of the Conjuration (Healing) school, and the Transmutation school.

    His spell list becomes that of the Positive school.


    Negative: The plane of death infuses the Planar Mage’s magic, giving him power over death, for harm, to call the dead, and give them power. He gains a +1 bonus to his Caster level for the purpose of casting spells of the Necromancy and Transmutation schools.

    His spell list becomes that of the Positive school.


    Limbo/The Swirl: The plane of roiling, mashing and gnashing chaos infuses the Planar Mage’s magic, allowing him to twist others, and control the chaos. He gains a +1 bonus to his Caster level for Transmutation spells and spells with the [Chaos] descriptor.

    His spell list becomes that of the Swirling school.


    Mechanus: The plane of order, gears and cogs infuses the Planar Mage’s magic, allowing him to protect, block, and refute the efforts of others, and enforce the laws of the universe. He gains a +1 bonus to his Caster level for Abjuration spells and spells with the [Law] descriptor.


    Spellcasting: A Planar Mage casts arcane spells which are drawn from his School’s spell list. The Planar Mage may cast any spell that he knows (I.E. he is a spontaneous caster).

    To cast a spell, the Planar Mage must have a casting ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Planar Mage’s spell is 10 + 1/2 Caster Level + the Planar Mage’s casting ability modifier. The Planar Mage’s casting ability score is the ability score they chose with the By Will Word or Wit class feature.

    Like other spellcasters, the Planar Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high casting ability score.

    The Planar Mage knows every spell on his School’s spell list, and may cast any spell that he knows spontaneously. Starting at fourth level, he may add a spell of the maximum level he is able to cast to his spells known from one other spell list of a planar school. He may add an additional spell in this way for every three levels after fourth that he attains (seventh, tenth, thirteenth, etc).

    Touch of the Planes (Su): Starting at second level, the Planar Mage may make a touch attack against an opponent within melee range, and deal 1d6 damage. The type of this damage depends on the Planar School of magic that the Planar Mage chose, but half of the damage is purely of planar origins, and damages the target with planar essence. Because of this, it ignores any damage reduction, hardness, or immunities to damage that a target might have. The damage of the ability itself increases to 2d6 damage at fourth level, and increases by 1d6 every two levels thereafter (3d6 at sixth level, 4d6 at eighth level, 5d6 at tenth level, etc). Starting at level nine, the Planar Mage may make this touch attack as a ranged touch attack against an opponent within 30 feet, instead of a melee touch attack.

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    Astral: The touch attack deals Psychic damage.

    Shadow: The touch attack deals Shadow damage.

    Elemental: The touch attack deals either Fire, Acid, Cold, Sonic, or Electricity damage.

    Material: The touch attack deals untyped damage.

    Positive: The touch attack deals positive energy.

    Negative: The touch attack deals negative energy.

    Limbo/The Swirl: The touch attack deals Chaos energy.

    Mechanus: The touch attack deals Axiomatic energy.

    Damage Types:
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    Psychic damage: Attack deals half damage to enemies who are immune to Mind affecting spells and effects. Deals +1 damage per die to enemies who are currently affected by a Spell or effect that required or requires a will save.

    Shadow damage: Deals +1 damage per die to enemies who are currently under the effects of an Illusion spell.

    Chaos energy: Deals +1 damage per die to enemies who are of the Lawful alignment. Maximizes the damage dice if the enemy has the [Lawful] subtype.

    Axiomatic energy: Deals +1 damage per die to enemies who are of the Chaotic alignment. Maximizes the damage dice if they enemy has the [Chaos] subtype.


    School Focus (Su): Starting at third level, the Planar Mage gains additional benefit from his chosen school.

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    Astral:
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    First: Starting at third level, the Planar Mage’s foresight allows him to foresee attacks, outcomes, and reactions, and use them to his advantage. The Planar Mage gains an Insight modifier to his attacks, Armor Class, and saves equal to one fifth of his levels in the Planar Mage class (minimum +1).

    Second: Starting at seventh level, the Planar Mage can teleport others short distances through the power of the astral plane. Once per encounter per three Planar Mage levels the Planar Mage possesses (minimum once per encounter), the Planar Mage may, as an immediate action, teleport an ally or enemy 10 feet in any direction. He may not use this effect on himself. He chooses the direction. If the ally or enemy ends up in solid matter, they are shunted 5 feet in any direction that does not contain solid matter. They are drawn towards the nearest place that is not occupied by solid matter. They take 1d6 damage per 5 feet move from the original location in this way.

    Third: Starting at eleventh level, the Planar Mage develops small eye shaped familiars to see the world around him. He permanently gains the effects of the Prying Eyes spell, with a number of eyes equal to one fifth his Planar Mage class levels (minimum 1 eye). The eyes are under your control, and follow any commands that you give them. The eyes may never stray more than 180 feet from the Planar Mage, but otherwise function as the spell. If a single eye dies, it can be reformed within 10 feet of the Planar Mage as a swift action. The Planar Mage may reform all of the eyes from this spell as a full round action, all of them appearing within 10 feet of him.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, subtly change the fortunes of an opponent within 30 feet of the Planar Mage. Target opponent take a penalty to all saves equal to your casting ability score modifier for 3 rounds. Once an opponent has been affected by this ability, they may not be affected for a 24 hour period.

    Fifth: Starting at nineteenth level, the Planar Mage may, once per day, gain the effects of the Moment of Prescience spell as a standard action. The duration is 24 hours, or until discharged.



    Shadow:
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    First: Starting at third level, the Planar Mage can create a vague cloud of shadow around their body, concealing their form from others. The Planar Mage gains a miss chance equal to 5% times one fifth of their Planar Mage class levels (mininum 1, or 5%). This miss chance does not affect attacks made by those under the effects of a True Seeing spell.

    Second: Starting at seventh level, the Planar Mage can cloud the minds of his enemies. As a full round action, once per encounter, the Planar Mage may cause all enemies to go under the effects of the Confusion spell, with a Will save equal to (DC 10 + 1/2 Planar Mage levels + casting ability score modifier). It lasts 3 rounds, or until the end of the encounter, whichever comes first.

    Third: Starting at eleventh level, the Planar Mage permanently has the effects of the Mirage Arcana spell centered on themselves, and are affected by the Disguise Self spell. They may change their form by meditating for ten minutes, and may change the area around them as a full round action. The area of the Mirage Arcana spell is a 30 foot radius around the Planar Mage. The Planar Mage may choose to let either of the effects fade as a swift action, or both of them as a move.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, cause dissension in the enemy’s ranks by whispering mad secrets in their minds. All enemies within 30 feet must make a Will save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or view all of their allies as enemies (the enemy’s disposition towards their allies becomes hostile). If they have no allies, then they are subjected to the Charm Monster or Charm Person spell, whichever affects their type, as if cast by the Planar Mage, lasting until the end of the encounter. If a creature is affected by this ability, they may not be affected by it again for a 24 hour period.

    Fifth: Starting at nineteenth level, the Planar Mage may, once per day, as a ten minute ritual, protect a location from scrying or being visually discerned. He may cast the Screen spell, but the duration is 1 hour.



    Elemental:
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    First: Starting at third level, the Planar Mage’s elemental magic may diffuse alternate energies, cold freezing heat, heat warming cold, acid absorbing sonic, sonic diffusing electricity, electricity evaporating acid. The Planar Mage gains Energy Resistance equal to his Planar Mage level for Fire, Cold, Acid, Electricity and Sonic damage.

    Second: Starting at seventh level, the Planar Mage may fling elemental energy at an enemy, giving it an extra effect. Once per encounter per five Planar Mage levels the Planar Mage possesses (minimum once per encounter), the Planar Mage may, as a full round action, make a ranged touch attack against an opponent within 60 feet of himself. He must choose an elemental energy type before resolving the attack (Fire, Cold, Acid, Electricity, Sonic). If he hits, the target takes 1d6 damage of that type per two Planar Mage levels the Planar Mage possesses, and must make a save or take an additional effect depending on the energy type. If the type is fire, they must make a Reflex save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or start on fire, taking an additional 1d6 fire damage per round unless they take a full round action to put it out. If the type is Cold, they must make a Fortitude save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or have their movement speed reduced by half. If the type is Acid, they must make a Fortitude save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or be Blinded. If the type is Electricity, they must make a Will save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or be Exhausted. If the type is Sonic, they must make a Fortitude save (DC 10 + 1/2 Planar Mage levels + casting ability score modifier) or be Deafened. The duration for each of these effects is 3 rounds.

    Third: Starting at eleventh level, the Planar Mage may instinctively go around, pierce, or sneak past any energy barriers or natural protection against energy. The Planar Mage may ignore a number of points of Energy Resistance equal to their Planar Mage levels. If an enemy is counted as being immune to energy damage, they instead have Energy Resistance 40 for the purposes of the Planar Mage’s spells and effects.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, designate an enemy within sight as his Focus. He deals a number of extra damage against that opponent equal to his casting ability score modifier d6 damage. This effect lasts for 3 rounds, and after being designated the Planar Mage’s focus, a target may not be so designated for 24 hours.

    Fifth: Starting at nineteenth level, the Planar Mage may, once per day, send a bolt of magical energy that encompasses all of the energies of the elemental planes. He may, as a full round action, shoot out an 80 line of energy, dealing equal parts Fire, Cold, Acid, Electricity, and Sonic damage. It deals 1d6 points of damage per Planar Mage level the Planar Mage possesses.



    Material:
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    First: Starting at third level, any creature that the Planar Mage summons through spells and abilities gains a bonus to all ability scores equal to one half of the Planar Mage’s Planar Mage levels (minimum 1).

    Second: Starting at seventh level, the Planar Mage may summon forth a wall of material, lasting a very short amount of time. Once per encounter per five Planar Mage levels the Planar Mage possesses, the Planar Mage may, as an immediate action, summon a wall of conglomerated matter. This provides full cover for the Planar Mage against one attack, provides Damage Reduction equal to one half of the Planar Mage’s Planar Mage levels which is bypassed by piercing damage, and provides a bonus against effects that require a Reflex save equal to one fourth of the Planar Mage’s Planar Mage levels. This effect lasts for one attack or save, and dissipates if not used within the round of summoning.

    Third: Starting at eleventh level, the Planar Mage is bolstered by his summoned companions. If the Planar Mage is within 10 feet of a creature summoned through a spell or effect that originated from him, he gains a bonus to Armor Class and attack rolls equal to one third of the Planar Mage’s Planar Mage levels.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, designate a foe as the target of any creatures summoned from spells or effects that originated with him. Summoned creatures he controls gain a bonus to all attack rolls against that target equal to one third of his Planar Mage levels, and deal an extra d6 damage per three Planar Mage levels you possess. All creatures that you summon must attack that target if they are able to.

    Fifth: Starting at nineteenth level, the Planar Mage may summon a greater creature. As a full round action, the Planar Mage may cast the Summon Monster VIII spell.



    Positive:
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    First: Starting at third level, the Planar Mage regenerates injuries unconsciously, healing himself. He gains Fast Healing equal to one fifth of his Planar Mage levels.

    Second: Starting at seventh level, the Planar Mage may, as a standard action, infuse his target with positive energy, causing them to regenerate their wounds. Once per encounter, a target within 60 feet of the Planar Mage gains Fast Healing equal to the Planar Mage’s casting ability score modifier, for three rounds.

    Third: Starting at eleventh level, the Planar Mage may cast any cure or Heal spell as a ranged touch against any target within 60 feet, instead of the regular distance.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, plant a positive energy “seed” in his target. The next ally to deal damage to that target heals themselves for 1d6 per three Planar Mage levels the Planar Mage possesses. These seeds do not stack with each other.

    Fifth: Starting at nineteenth level, once per day, the Planar Mage may create a wave of benevolent healing around him. The Planar Mage grants all allies within 60 feet Fast Healing equal to his casting ability score modifier, for 4 rounds, as a full round action. All undead within 60 feet take a number of damage each round of this effect equal to the Planar Mage’s casting ability score modifier.



    Negative:
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    First: Starting at third level, the Planar Mage harms those who attack him unconsciously. Anytime the Planar Mage is dealt damage, the attacker takes a number of negative energy damage equal to one fifth of the Planar Mage’s Planar Mage levels.

    Second: Starting at seventh level, the Planar Mage may infuse his target with negative energy, causing them to rot and fester. Once per encounter, a target within 60 feet of the Planar Mage takes a number of negative energy each round equal to the Planar Mage’s casting ability score modifier, for three rounds.

    Third: Starting at eleventh level, the Planar Mage’s body naturally converts negative energy into positive energy automatically, but is less able to heal from positive energy. The Planar Mage heals from negative energy as if he were undead, but only heals half of the amount he normally would from positive energy spells and effects.

    Fourth: Starting at fifteenth level, as a swift action, the Planar Mage may plant a seed of negative energy in a target. The next time the afflicted target takes damage, the target takes an additional 1d6 per three Planar Mage levels the Planar Mage possesses. These seeds do not stack with each other.

    Fifth: Starting at nineteenth level, once per day, the Planar Mage may cause a wave of life tearing, crushing, and draining negative energy. All enemies within 60 feet take a number of negative energy damage each round equal to the Planar Mage’s casting ability modifier, for four rounds. All undead within 60 feet gain fast healing equal to the Planar Mage’s casting ability score modifier.



    Limbo/The Swirl:
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    First: Starting at third level, the Planar Mage is infused with the very essence of Chaos. He may reroll any result on a roll that he makes that comes up as a one. He must take the results of the second roll.

    Second: Starting at seventh level, the Planar Mage may choose to put his faith in the hands of Chaos. Once per encounter, he may roll a d6, and choose a target within 100 feet. The result of the d6 is the effect made on the target:
    {table=head]Result|Effect

    1
    |Fog Cloud

    2
    |Hideous Laughter

    3
    |Scorching Ray

    4
    |Invisibility

    5
    |Glitterdust

    6
    |Web[/table]

    If the effect has an area, it is centered on the target. If it needs an attack roll, then it still requires for the Planar Mage to make the attack roll against the target. Otherwise, the range of the spell effect increases to 100 feet. The duration of the effect depends on the indiviual spell.

    Third: Starting at eleventh level, the Planar Mage may roll twice every time they make a roll. They may choose the higher result.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, heal an ally every time they do anything. One ally within 30 feet heals 1d6 damage when they use a swift action, 2d6 damage when they use a move action, 3d6 damage when they use a standard action, and 6d6 damage when they use a full round action. This effect lasts 3 rounds. An ally may not be so affected more than once per encounter.

    Fifth: Starting at nineteenth level, the Planar Mage may explode action into an ally. Once per day, as a full round action, one ally within 30 feet gains an additional swift, move, and standard action for one round. The Planar Mage may not use this ability on himself.



    Mechanus:
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    First: Starting at third level, the Planar Mage may take the average of any rolls he makes, rounded up if it is a decimal.

    Second: Starting at seventh level, the Planar Mage may, once per encounter, force his opponent’s mind to follow the same patterns twice, almost like deja vu. As a standard action, one opponent within 30 feet must make the same actions, against the same target, the next turn. If they moved, they must move in the same direction. If they are too far away from a target to do an action, they may do nothing. This effect only lasts one turn.

    Third: Starting at eleventh level, whenever the Planar Mage casts a spell twice in a row, his caster level for the second effect is increased by a number equal to one fourth of his Planar Mage levels.

    Fourth: Starting at fifteenth level, the Planar Mage may, as a swift action, cause a target to have wracking pains every time they attempt to do something. One target within 30 feet takes 1d6 damage every time they use a swift action, 2d6 damage every time they use a move action, 3d6 damage every time they use a standard action, and 6d6 damage every time they use a full round action. This effect lasts for 3 rounds, and once a target has been affected by this ability, they may not be so affected for a 24 hour period.

    Fifth: Starting at nineteenth level, the Planar Mage may stop all action or thought that an opponent makes. Once per day, as a full round action, the Planar Mage may choose a target within 30 feet. That target may not take any actions, physical or mental, for the next three rounds. The target is helpless (as the condition).


    Spark of Genius (Su): Starting at fifth level, the Planar Mage gains control of several out of combat spells and effects. He can wield them with greater dexterity and control than his normal spells and effects.

    He must choose one spell at fifth level, and gains an additional one every four levels thereafter. He gains access to a new level of spells each time he is able to choose a new spell. He may choose first level spells at fifth level, second at ninth level, third at thirteenth level, etc.

    His caster level for these spells is equal to his Planar Mage level. He may cast the spells as a 10 minute ritual, at will. He pays no material or experience cost for these spells.

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    1st-- Alarm, Endure Elements, Hold Portal, Mount, Comprehend Languages, Ventriloquism, Feather Fall

    2nd-- Arcane Lock, Obscure Object, Detect Thoughts, Magic Mouth, Knock, Levitate.

    3rd-- Phantom Steed, Tongues, Suggestion, Tiny Hut, Fly, Water Breathing, Gaseous Form, Gentle Repose, Secret Page.

    4th-- Remove Curse, Minor Creation, Secure Shelter, Scrying, Charm Monster, Stone Shape, Dimensional Anchor, Illusory Wall.


    Planar Mastery (Su): Starting at level twenty, the Planar Mage may twist and shape the very universe and its energies with his will, once per day. He may, as a 10 minute ritual, cast the Limited Wish spell. He may not choose to cast a lower level spell with this effect. He does not pay the experience cost when casting the spell.

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    Negative Mage.


    Spell Lists

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    Astral:
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    0th-- Detect Magic, Detect Poison, Read Magic, Message, Open/Close, Arcane Mark, Prestigidation.

    1st-- Detect Secret Doors, Detect Undead, Identify, True Strike, Jump, Expeditious Retreat.

    2nd-- Detect Thoughts, Locate Object, See Invisibility, Spider Climb, Rope Trick, Darkvision.

    3rd-- Arcane Sight, Clairaudience/Clairvoyance, Tongues, Blink, Slow.

    4th-- Arcane Eye, Detect Scrying, Locate Creature, Dimensional Anchor, Dimension Door.

    5th-- Contact Other Plane, Prying Eyes, Telepathic Bond, Dream, Overland Flight, Passwall, Teleport.

    6th-- Analyze Dweomer, Legend Lore, True Seeing, Shadow Walk.

    7th-- Greater Arcane Sight, Greater Scrying, Vision, Instant Summons, Greater Teleport, Teleport Object, Phase Door, Mage’s Magnificent Mansion.



    Shadow:
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    0th-- Ghost Sound, Daze, Arcane Mark, Prestidigitation.

    1st-- Charm Person, Hypnotism, Sleep, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism.

    2nd-- Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap.

    3rd-- Deep Slumber, Hold Person, Suggestion, Displacement, Illusory Script, Invisibility Sphere, Major Image.

    4th-- Charm Monster, Confusion, Crushing Despair, Lesser Geas, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern.

    5th-- Dominate Person, Feeblemind, Hold Monster, Mind Fog, Symbol of Sleep, Dream, False Vision, Mirage Arcana, Nightmare, Persistant Image, Seeming.

    6th-- Geas/Quest, Mass Suggestion, Symbol of Persuasion, Mislead, Permanent Image, Programmed Image, Shadow Walk.

    7th-- Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning, Mass Invisibility, Project Image, Simalcrum.



    Elemental:
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    0th-- Acid Splash, Dancing Lights, Flare, Light, Ray of Frost, Arcane Mark, Prestidigitation.

    1st-- Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Obscuring Mist, Magic Stone.

    2nd-- Continual Flame, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Wind Wall, Soften Earth and Stone, Produce Flame, Fog Cloud.

    3rd-- Fireball, Lightning Bolt, Gaseous Form, Stone Shape, Resist Energy, Water Breathing, Sleet Storm.

    4th-- Fire Shield, Ice Storm, Shout, Wall of Fire, Wall of Ice, Control Water, Solid Fog, Air Walk, Spike Stones.

    5th-- Wall of Stone, Cone of Cold, Wall of Force, Control Winds, Flame Strike, Ice Storm.

    6th-- Acid Fog, Wall of Iron, Chain Lightning, Contingency, Freezing Sphere, Stoneskin, Fire Seeds.

    7th-- Delayed Blast Fireball, Forcecage, Prismatic Spray, Control Weather, Earthquake, Fire Storm, Horrid Wilting.



    Material:
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    0th-- Acid Splash, Resistance, Arcane Mark, Mage Hand, Light.

    1st-- Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant.

    2nd-- Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web.

    3rd-- Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III.

    4th-- Black Tentacles, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV.

    5th-- Cloudkill, Mage’s Faithful Hound, Lesser Planar Binding, Secret Chest, Summon Monster V, Wall of Stone.

    6th-- Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron.

    7th-- Instant Summons, Mage’s Magnificent Mansion, Phase Door, Summon Monster VII, Reverse Gravity.



    Positive:
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    0th-- Cure Minor Wounds, Detect Poisons, Guidance, Light, Virtue, Purify Food and Drink.

    1th-- Cure Light Wounds, Bless, Bless Water, Detect Chaos/Evil/Good/Law, Divine Favor, Entropic Shield, Hide From Undead, Sanctuary, Shield of Faith.

    2st-- Cure Moderate Wounds, Aid, Bear’s Endurance, Consecrate, Bull’s Strength, Remove Paralysis, Lesser Restoration, Status, Zone of Truth, Cat’s Grace.

    3nd-- Cure Serious Wounds, Daylight, Dispel Magic, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Remove Curse, Remove Disease, Remove Blindness/Deafness, Speak with Dead.

    4rd-- Cure Critical Wounds, Dismissal, Greater Magic Weapon, Repel Vermin, Restoration, Freedom Movement, Neutralize Poison, Discern Lies.

    5th-- Mass Cure Light Wounds, Break Enchantment, Hallow, Righteous Might, Symbol of Sleep, Spell Resistance, Raise Dead, Dispel Chaos/Evil/Good/Law.

    6th-- Heal, Banishment, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cure Moderate Wounds, Undeath to Death, Mass Cat’s Grace.

    7th-- Regenerate, Mass Cure Serious Wounds, Resurrection, Symbol of Weakness, Repulsion, Ethereal Jaunt.



    Negative:
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    0th-- Disrupt Undead, Touch of Fatigue, Inflict Minor Wounds, Read Magic.

    1st-- Inflict Light Wounds, Bane, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Doom, Cause Fear, Chill Touch, Ray of Enfeeblement.

    2nd-- Inflict Moderate Wounds, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Death Knell, Enthrall, Shatter, Silence, Desecrate, Darkness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand.

    3rd-- Inflict Serious Wounds, Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Speak with Dead, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch.

    4th-- Inflict Critical Wounds, Deathward, Giant Vermin, Poison, Imbue with spell Ability, Greater Magic Weapon, Fear, Spell Immunity.

    5th-- Mass Inflict Light Wounds, Blight, Nightmare, Magic Jar, Symbol of Pain, Waves of Fatigue, Slay Living, Unhallow, Dispel Chaos/Evil/Good/Law, Insect Plague.

    6th-- Harm, Mass Inflict Moderate Wounds, Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Antilife Shell, Banishment, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Symbol of Fear.

    7th-- Mass Inflict Serious Wounds, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Destruction, Repulsion, Symbol of Stunning.



    Limbo/The Swirl:
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    0th-- Resistance, Detect Magic, Read Poison, Ghost Sound, Arcane Mark, Prestidigitation.

    1st-- Protection From Law, Animate Rope, Enlarge Person, Erase, Jump, Magic Weapon, Reduce Weapon.

    2nd-- Shatter, Alter Self, Darkvision, Knock, Levitate, Pyrotechnics, Spider Climb, Whispering Wind, Bear’s Endurance, Bull’s Strength, Cat’s Grace.

    3rd-- Magic Circle Against Law, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item.

    4th-- Chaos Hammer, Mass Enlarge Person, Mass Reduce Person, Stone Shape, Rainbow Pattern, Modify Memory.

    5th-- Dispel Law, Animal Growth, Fabricate, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud.

    6th-- Animate Objects, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Control Water, Disintegrate, Flesh to Stone, Move Earth, Stone to Flesh, Transformation.

    7th-- Word of Chaos, Control Weather, Ethereal Jaunt, Reverse Gravity, Statue.



    Mechanus:
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    0th-- Resistance, Detect Poison, Detect Magic, Read Magic, Arcane Mark, Prestidigitation.

    1st-- Protection from Chaos/Good/Evil/Law, Endure Elements, Hold Portal, Shield, Mage Armor.

    2nd-- Calm Emotion, Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Align Weapon, Enthrall, Find Traps, Zone of Truth.

    3rd-- Magic Circle against Chaos/Evil/Good/Law, Dispel Magic, Explosive Runes, Nondetection, Protection from Energy.

    4th-- Order’s Wrath, Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Discern Lies.

    5th-- Dispel Chaos/Evil/Good/Law, Break Enchantment, Dismissal, Mage’s Private Sanctum, Righteous Might, Greater Command, Mark of Justice.

    6th-- Hold Monster, Antimagic Field, Greater Dispel Magic, Glove of Invulnerability, Guards and Wards, Repulsion, Blade Barrier, Word of Recall.

    7th-- Dictum, Banishment, Sequester, Spell Turning, Etheral Jaunt, Refuge.


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    Limbo Mage.


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    Mechanus Mage.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    The Explanation


    This class is for the campaign setting I am working on. In the setting, there are three material planes, each of which has one type of magic (Arcane, Divine, and Psionics). Therefore, I needed a class besides the Wizard so that it would be possible to play every role within the context of the setting. In addition, I wanted to add some extra balance.

    One thing that you will probably be asking yourself is, "what is with all of this planar flavor?" The Mage and all Arcane casters take their magic from the planes, literally drawing it from them.

    Another question is probably, "What is up with By Will Word or Wit?" I wrote that ability mostly because I felt that if the mage were to try to be every paradigm of the caster in 3.5, then it would make sense to allow them to choose what ability score their casting was based off of, allowing for a greater range of character creation.

    A fourth thing you are probably asking yourself is, "What is the Swirl that is mentioned?" In the setting, the Swirl is a great, twisting, churning sea of matter. It is literally all of the observable universe being drawn towards a single point, being massed together. It is the rough equivalent of Limbo.

    Final question that I can think of at this point in time would be, "If it is so focused on the Planes, why doesn't it get Plane Shift on a spell list or as a class feature at any point?" This is mostly because the planes in the campaign setting I am working on are not connected at all; the reason that the setting itself hasn't been destroyed yet is for precisely that reason. For this reason, planar travel is impossible, even for the most practiced of Mages.

    Some Questions I Have For You


    What tier do you think this is? I am not going to name the tier I was going for, for fear of biasing the answers, but what is your educated guess for the rough tier?

    Also, I would love for any typoes and mistakes in writing to be pointed out to me. Don't be afraid.

    Finally, is there anything here that you think is overpowered to the point that it is ridiculous? Not necessarily overpowered for the tier, but just overpowered in general?

    I eagerly await your answers, and thank you for reading this.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Huh. Pretty interesting.

    Im going to read it more indepth before I suggest things for the class.

    Tier ranking
    As is, with poor bab, one good save, and spontaneous spellcasting to 7th its not tier 1 like the sorcerer or wizard. The out of combat at wills are nice, as is the lesser wish ability. The damage from plane is also interesting, but can be resisted fairly easily(case in point, Resist Energy)(if you want to make it more powerful, say half is pure plane essense energy and bypasses everything, like divine energy). Sooo Tier low 2-high 3ish?

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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by Elfstone View Post
    Huh. Pretty interesting.

    Im going to read it more indepth before I suggest things for the class.

    Tier ranking
    As is, with poor bab, one good save, and spontaneous spellcasting to 7th its not tier 1 like the sorcerer or wizard. The out of combat at wills are nice, as is the lesser wish ability. The damage from plane is also interesting, but can be resisted fairly easily(case in point, Resist Energy)(if you want to make it more powerful, say half is pure plane essense energy and bypasses everything, like divine energy). Sooo Tier low 2-high 3ish?
    Yeah. I was kind of worried about the out of combats being at will, but something to note for others who read it; A) it cannot be used in combat, and B) it takes 10 minutes to cast. Otherwise, some of the options might be too strong.

    I like the idea of making half of the damage purely of planar essence. Thanks!
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Interesting. A bit interested in the combination of narrow spell lists based on your school, and school powers that give you CL bonuses on certain schools of spells, namely those from which the school spell list is drawn.... So effectively a Mage has a CL one higher than their actual CL when using the majority of their spells?

    Also, "Magnificent Magnsion"?

    Aside from those, looks well put together. I approve.

    Edit: Oh, and wouldn't "Planar Mage" be a more fitting title? Just plain "Mage" sounds so generic... which class is anything but.
    Last edited by Welknair; 2011-02-27 at 10:12 PM.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by Welknair View Post
    Interesting. A bit interested in the combination of narrow spell lists based on your school, and school powers that give you CL bonuses on certain schools of spells, namely those from which the school spell list is drawn.... So effectively a Mage has a CL one higher than their actual CL when using the majority of their spells?
    It depends. Mostly, that was just to make the choosing of the school a bit more of an actual class feature, but also, not every spell on every School's list is of the schools that are boosted, the one that I can think of off the top of my head being Shadow Walk in the Astral Mage's spell list. It fits thematically, the Astral school being about planar travel and planar sight, but it is an Illusion, thus not boosted. Also, when the Mage gains other spells from anther school's spell list at fourth level and every three levels thereafter, those spells are not likely to be of the schools who are boosted. In some cases (such as a Material Mage gaining a spell from the Positive School's spell list that is of the Conjuration (healing) subschool) it will, but in most it won't meaning that the Mage will generally be more powerful with spells of his planar school than with those that are not.

    Quote Originally Posted by Welknair View Post
    Also, "Magnificent Magnsion"?
    Thanks, good catch.

    Quote Originally Posted by Welknair View Post
    Aside from those, looks well put together. I approve.

    Edit: Oh, and wouldn't "Planar Mage" be a more fitting title? Just plain "Mage" sounds so generic... which class is anything but.
    I suppose. The main thing is, for the campaign setting that this is based in, it really is the only Mage in the whole setting. I could probably replace it.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by unosarta View Post
    I suppose. The main thing is, for the campaign setting that this is based in, it really is the only Mage in the whole setting. I could probably replace it.
    Hm. Well, most campaign settings don't use a single casting class and as such need a bit more specificity. Eh, your choice, not mine. The name really doesn't matter that much...
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by Welknair View Post
    Hm. Well, most campaign settings don't use a single casting class and as such need a bit more specificity. Eh, your choice, not mine. The name really doesn't matter that much...
    I could do it, and would have no problem doing it, but adding in the word Planar every time I mention mage is not something that is going to get done tonight. It is a good suggestion, though, and I will probably do it... sometime in the near future.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Looks rather spiffy. I'm loving psychic damage.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Does a Mage still need to pay Material component costs for Spark of Genius spells? Haven't looked at all of them, but Arcane Lock has an expensive one. Also what about Planar Mastery and the XP cost of Lesser Wish? As written they're still cast and therefore still have these components but I wanted to confirm that was the intention.

    Also, with the exception of Psychic which can be resisted in some way, the homebrewed energy types are all better than untyped damage (which is the best type of damage except maybe Force normally) as they are irresistible and capable of getting damage bonuses. The maximize abilities of Chaos and Axiomatic might just be a little too much unless their spell lists are a good bit worse (haven't checked that in depth).
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by Amechra View Post
    Looks rather spiffy. I'm loving psychic damage.
    Thanks!

    Quote Originally Posted by Zaydos View Post
    Does a Mage still need to pay Material component costs for Spark of Genius spells? Haven't looked at all of them, but Arcane Lock has an expensive one. Also what about Planar Mastery and the XP cost of Lesser Wish? As written they're still cast and therefore still have these components but I wanted to confirm that was the intention.
    No. I will add that in.

    Quote Originally Posted by Zaydos View Post
    Also, with the exception of Psychic which can be resisted in some way, the homebrewed energy types are all better than untyped damage (which is the best type of damage except maybe Force normally) as they are irresistible and capable of getting damage bonuses. The maximize abilities of Chaos and Axiomatic might just be a little too much unless their spell lists are a good bit worse (haven't checked that in depth).
    I actually kind of did that intentionally. If you look at the spells that all of the schools get, Astral and Shadow really do not gain any real combat applicable spells, arguably Shadow less so than Astral, but still. Chaos and Axiomatic damage specifically only deal more damage against each other, so they seemed less powerful than Psychic or Shadow damage.

    Looking over the spell lists: Mechanus kind of needs it. Basically Mechanus is a combination of [Lawful] spells and Abjuration spells, and he gains basically no combat focused spells.

    Limbo arguably less so since they use Transformation, but they still don't really gain any "combat" spells, per se.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Nitpick: at level 20, the Fort save should still be +6.

    By the by, if there is no planar travel possible, indeed no link between the planes, how do people know - actually know - that other planes exist? (Especially in case of the other material planes.)
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Quote Originally Posted by Morph Bark View Post
    Nitpick: at level 20, the Fort save should still be +6.

    By the by, if there is no planar travel possible, indeed no link between the planes, how do people know - actually know - that other planes exist? (Especially in case of the other material planes.)
    They don't. The Mages might gain their powers from the planes, but they honestly don't actually know about them. The planes appear as planets in the sky, but otherwise are completely unknown and unexplored.

    And they especially do not know of the other material planes. That is one of the plot devices of the setting; the person in control of the planes (who is also a trickster) is bored with life as usual. Thus, he created storms through out the material planes, causing magical bleed through in the planes, and allowing for minor transport between the planes.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    I updated the name to "Planar Mage" as per Welknair's advice. Any more criticisms?
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Well, casting Feather Fall at will is good, but the 10 minute wait time might make it a little less relevant. Except for Suggestion, Feather Fall and (maybe) Dimensional Anchor, they are all good choices for a 10 minute casting time at-will thing.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    That is technically thread necromancy, but I want to deal with your comments.

    You can cast Feather Fall before jumping off of something or falling, however. That alone doesn't make it as useful as fly, but it can allow some interesting hijinks. Suggestion is something that can in fact be quite useful, even with a 10 minute casting time. For instance, when misleading an enemy who is in control of you, and who doesn't understand what spell effects actually look like. Also, you can cast it up to 25+13*5 feet away from the target, or 90 feet away.
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    Whoops, didn't see how old this was. I got the class I looked at off the front page mixed up with this one (from the compedium thing).
    And Dimensional Anchor?
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    Default Re: [Base Class] The Planes are Calling (P.E.A.C.H.)

    They are the same class...

    As for Dimensional Anchor, it lasts for up to a minute/level. At the level you get it, you can pretty much time it so that it is permanent, but you have to spend all of your time doing so; seems about right.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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