Warper, The Planar Mage (new base class)


Homebrew and House Rules


Warper
Hit Die: d6
Base Attack Bonus: 1/4
Base Saves: Poor Fort; Poor Ref; Good Will
Class Skills: Appraise, Craft, Fly, Knowledge (Arcan), Knowledge (Palnes)Linguistics, Profession, Spellcraft
Skill Points per level: 2+Int Mod
Weapon and Armor Proficiency: Warpers are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Lv. Special
1 Planar Domain, Domain Trait, 1 Trait
2 Bonus Feat
3 Domain Trait
4 2 Traits
5 Domain Trait
6 Bonus Feat
7 Domain Trait
8 3 Traits
9 Domain Trait
10 Bonus Feat
11 Domain Trait
12 4 Traits
13 Domain Trait
14 Bonus Feat
15 Domain Trait
16 5 Traits
17 Domain Trait
18 Bonus Feat
19 Domain Trait
20 6 Traits, Genisis, Plane Shift, Apotheosis

Planar Domain (Su): You possess control over the plane around you to a range of 30 ft, +5 ft. per 2 class levels. You can apply the effects of your Domain Traits (see below) to your Planar Domain (commonly refered to as your Domain). This ability is always active.

Domain Trait (Su): A Domain Trait is your ability to manifest a particular planar aspect within your Domain. You know one Domain Trait at 1st level, and learn an additional domain trait every odd level there after. Whenever you manifest one or more Domain traits they apply to the entire domain (as appropriate). At first level you may only manifest 1 Domain trait at a time and Manifesting it is a Full Round Action. A Domain trait lasts until you dismiss it (a standard action) or manifest a new one to replace it. At fourth level, and every fourth level thereafter, you may manifest an additional trait. You must spend the full round action for each, and you cannot have opposing traits manifested at once (such as Air and Earth, Positive and Negative, Law and Chaos, etc.).

Bonus Feats: At second level, and every 4 levels thereafter, you gain a bonus feat. These bonus feats can be selected from a list of class specific feats. (to be added later)

Genesis (Su): At 20th level you have mastered planar magic and as a demonstation of that power you have created your own demi-plane. This demi-plane is 1 mile in diameter when you first create it and grows slowly at the rate of 2 ft. per year. The entire demi-plane is considered to be part of your domain for the purposes of Domain Traits, and you can create effects not covered by your traits (such as creating springs, strams and lakes with your Water trait; creating dirt, clay, sand, rock, and even stone structures with Earth; recreating night and day with Light and Shadow; etc) and it can even support life (though you cannot create life, plants and animals must be brought in). If you die your plane begins to shrink at the rate of 2 ft. per year, until it disapears from existance. You can access your demi-plane through any sort of plane shifting magic, including your Plane-shift class feature (see below).

Plane-shift (Su): This functions as the plane shift spell excet you can choose to affect any/all creatures within your Domain. Unwilling creatures still gain a will save to negate and you must always go (you do not get a save). The Save DC is 10+1/2 your class level+your Charisma modifier. Furthermore, you only apply 1d% miles from your intended designation, minus your ranks in Knowledge (Planes).

Apotheosis: At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Furthermore, you no longer age or suffer aging penalties, although bonuses still occure. Any penalties you have already suffered are removed. You could live for centuries in your current form.

Domain Traits:

Positive: Requires lv. 5+
Living creatures heal damage each round, while undead take damage each round. When you activate this power, and on later rounds as a move action, you can set the strength of the positive energy from a minimum of 1 to a max of 1/5 class levels you possess.

Fire:
You can increase the ambient temperature by 5 degrees per class level, to a maximum of 160 degrees (Farenhiet). You set the temerature increase when you activate the effect, and can change (or negate) it as a move action.
You can fill a square with fire as a standard action. This fire lasts until the beginning of your next round (but see below) and deals 1d6 points of fire damage per odd class level (1d6 at first, 2d6 at third, etc) to any creature that starts their turn in a squre filled with fire or passes through a square filled with fire (Reflex save for half). You can choose to take a move action at the start of your turn to maintain any squares that were filled with fire on your last turn (meaning you can spend a move and a standard action each round to slowly fill your domain with fire).
Finally, while this is active, you gain Fire resistance 5 per odd class level (5 at first, 10 at third, etc).

Light and Shadow:
You can set the exact degree of illumination for your domain, ranging from normal light to complete darknes. You set the light level when you activate the effect, and can change (or negate) it as a move action. This cancels any light or darkness effects (such as the Darkness or Daylight spells) of a caster level equal to or less than your class level.
You can create a 5ft. radius burst of light. Creatures within this are must succeed no a fort save or be blinded for 1d4+1 rounds.
You are immune to blinding effects caused by light or darkness, and you can see within your domain as if it were normal light.

Air:
You can use Control Winds as a spell-like ability at will (but it only effects your domain).
You gain a fly speed 30 ft.(perfect).
You gain Air Mastery .
You can create a Whirl wind as a Full roundThe whirlwind is always 5 feet wide at its base, and 5 ft high per class level (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height.You control the exact height, but it must be at least 10 feet high. Any crature that is sharing it's space with a whirl wind at the begining of its round must make a reflex save or be picked up. Creatures that have been picked up move with the whirl wind and take 1d6(+1 per class level) points of damage per round (Fort /half) and can make a reflex save as a Standard action to escape. The whirl wind can hold 1 creature of small size per class level, or an appropriate number of larger creatures (1 Medium counts as 2 smalls, 1 large counts as 2 medium, etc). You can choose to deposit a creature as a free action on your turn. You can move the whirl wind op to 30 ft. as a move action.

Chaos: Requires a non-lawful alignment
Chaotic creatures recieve a +1 moral bonus to attack rolls, damage rolls, saving throws, and armor class, plus an additional +1 per 5 class levels. Creatures with the Chaotic subtype recieve double the benefit.
Lawful creatures recieve a -1 moral penalty to attack rolls, damage rolls, saving throws, and armor class, plus an additional -1 per 5 class levels. Creatures with the Lawful subtype recieve double the penalty.
All attacks are considered to be Chaotic aligned for the purpose of overcoming DR.
You can use Lesser Confusion as a spell-like.

Other domain traits will be like Law, Good, Evil, Cold, Earth, Water, Negative, etc.(can you think of any others?)
Please tell me what you think.


Here are some of the feats for the prestige class

Positive Focus (Planar):
Positive Focus (Panar)
Requirements: Domain Trait (Positive), Knowledge (Planes) 5 ranks
Benefit: Whenever you are manifesting the Domain Trait (Positive) you may spend a standard action to channel 1d8 plus your ranks in Knowledge (Planes) positive energy into one creature (healing or dealing damage as appropriate).

Fire Focus (Planar):
Fire Focus (Planar)
Requirements: Domain Trait (Fire), Knowledge (Planes) 5 ranks, Ignan (language)
Benefit: Whenever you are manifesting the Domain Trait (Positive) you may spend a full round action to create 1 small fire elemental, or a corresponding number of larger elementals, per class level. A medium fire elemental counts as 2 small, a large counts as 4, a huge counts as 8, and an elder counts as 16. The fire elementals appear at the beginning of your next round and follow your telepathic command to the best of their abilities, though they cannot leave your domain. The elementals last for 1 round per class level and if you activate this ability again before the prior use is up, the previous elementals disappear. This is a spell-like ability, a conjuration (creation) effect.

Enlarge Domain (Planar):
Enlarge Domain (Planar)
Requirements: Knowledge (planes) 1 Rank, Planar Domain class feature
Benefit: For 1 minute per class level per day you can double the radius of your Domain. Activating this ability is a swift action that does not provoke attacks of opportunity. The duration need not be consecutive, but must be used in 1 minute increments.

Project Domain (Planar):
Project Domain (Planar)
Requirements: Enlarge Domain, Knowledge (Planes) 5 ranks
Benefit: For 1 minute class level per level per day you may treat your domain as being a burst effect with its normal radius at any point within close range (25 ft. + 5 ft. per 2 levels). If the origin point of this burst ever goes beyond this rang, the effect ends. It is a standard action to activate this ability, and it reactivates on you automatically (with no Domain Traits active) if it ever deactivates. You do not receive any benefit from any Domain traits if you are not in your domain. The duration need not be consecutive, but must be used in 1 minute increments. You cannot project and enlarge your domain at the same time.

So, Questions? Comments?


This seems like an interesting idea. I feel like it could fit into the Ravenloft setting very easily. However, I think it's pretty important that you come up with an alternate name for Domain--that term already has a specific definition in D&D, and you don't want that sort of confusion, even if you remove clerics from the game. I'm crazy tired, though, so I don't have any good suggestions right now.

I don't know how balanced some of the Domain trait abilities are, but I realize this is an early draft so that can be worked out later. It feels like it gets a whole heck of lot at level 20, though--not a bad thing, necessarily, but I feel like the plane shift ability should really come sooner.

Also, can these guys cast spells, or not? They're called "The Planar Mage," which indicates spellcasting, although I feel like they don't need it.


I know about the Domain thing and I am open to suggestions, it was more or less a "place holder name".
The Domain Traits will need to be test played, and more than likely changed, before we can get a handle on the balance. Many of their Domain traits are situational and can effect allies and enemies alike (unless some good teamwork is involved, which should always be encouraged).
And they really don't give you that much at level 20, it just seems that way. The demi-plane is basically a base of operations, only if you can get your opponents there (such as through Plane-shift) does it truly start to become handy. What level do you think they should get Plane-shift?
The cannot cast spells, but they do use magic to achieve their effects, they're super natural and spell-like (akin to the warlock). Lastly, for now their name is the Warper (they warp the area around them), planar mage is more of a description.
Thank you for the questions. Please send more everyone!


Kierato wrote:

I know about the Domain thing and I am open to suggestions, it was more or less a "place holder name".

Some other suggestions: Dominion, demesne, sphere, purview, tract, zone

Kierato wrote:

Many of their Domain traits are situational and can effect allies and enemies alike (unless some good teamwork is involved, which should always be encouraged)...

What level do you think they should get Plane-shift?

If their plane shift is limited to their own "base of operations", they could potentially get it as early as other classes can cast Tiny Hut (you'd probably have to make their plane smaller first). Restrict it to only themselves, and as they level, allow them to take other people, animals, and loads of equipment. In the much later levels, maybe allow them to build gates between their plane and wherever else they want, along with the ability to grow their plane, perhaps to a maximum radius based on their level with a capstone ability of limitless growth.

Some other potential planar abilities:

Arcane: The ability to raise and lower spell DCs, casting times, spell durations, or outright caster levels. Maybe the "Magical 8 hours of rest" can be recharged quicker within.
Kinesis: Affects movement, ranged weaponry, Haste and Slow effects on creatures, overland speeds

Note that I don't own any form of Planar handbook, so I don't know exactly what is considered kosher for a plane to affect.


I was going to go with gravity (which would encompass kinesis) Arcane is an interesting comment, as is allowing them to have their demi-plane and plane-shift at a lower level as you described (I'll toy with that), maybe say 9 (when most would get secure shelter), or 11 (one effective spell level before mages magnificent mansion).
Thank you for the input!
Any thoughts on the proposed changes or anything about the class in general?

RPG Superstar 2011 Top 8

I know none of the powers are fully fleshed out or balanced yet, but looking at them most offer more than one ability per Trait. It could be fun, and useful as a balancing tool, to perhaps give each Trait two options, say a Lesser and Greater Manifestation. Your Lesser Manifestation would be the default, generally useful ability offered by that Trait, while your Greater Manifestation would be a times/day or rounds/day system. I think for ease of tracking, these Greater Manifestations should come from a common pool of rounds/uses per day rather than being tracked per Trait, in the same way that Bardic Performance and Rage rounds are already gained and tracked. As an example of what a Lesser/Greater Manifestation Trait could look like:

Light and Shadow:
Within your domain, light is bent to your will.

Lesser Manifestation:
You can set the exact degree of illumination for your domain, ranging from normal light to complete darkness. You set the light level when you activate the Trait, and can change it as a move action. This Trait over rides any light or darkness effects (such as the Darkness or Daylight spells) of a caster level equal to or less than your class level. You are immune to blinding effects caused by light or darkness, and you can see within your domain as if it were normal light.

Greater Manifestation:
As a standard action, you create a 5ft. radius burst of light. Creatures within this area must succeed on a Fortitude save (DC 10 + 1/2 Warper Level + CHA maybe?) or be blinded for 1d4+1 rounds.

So this way you walk around all day in your private circle of illumination at whatever level you like, and not have to worry about carrying around torches or sun rods or the like, but you can only decide to blind people a few times per day. This keeps PCs from say, walking through a town, not changing the level of background lighting at all, and just blinding people out of nowhere for giggles. Or, to exploit the power, blinding every shop keeper in town and robbing them...

RPG Superstar 2012 Top 32

Maybe use the term Demesne instead of Domain?

Maybe have a Time Demesne? It can have haste or slow effects, provide fast healing, age or rot creatures and materials, restore youth, time stop, grant extra move, standard, and full round actions, etc. Maybe slow falls like featherfall. Maybe reverse time for a short time to undo effects like ability damage, wounds, etc.

You also might want to standardize the saving throws, if any, to be 10 + 1/2 the Warper's class level + his Charisma modifier. Or Intelligence modifier, whichever you choose.

You also might want to standardize the powers to be all supernatural effects.

This is a really neat concept!


Not bad here Looks Good so far

Try changeing the word domain to aspect, sphere, Field, Realm, Warps or Bailiwick


Based on the suggestions above, I present an updated version of the Warper. Please let the comments continue to come.

The Warper
Base Attack Bonus: 1/4
Base Saves: Poor Fort; Poor Ref; Good Will
Class Skills: Appraise, Craft, Fly, Knowledge (Arcana), Knowledge (Planes)Linguistics, Profession, Spellcraft
Skill Points per level: 2+Int Mod
Weapon and Armor Proficiency:
Lv. Special
1 Planar Sphere, Planar Trait, 1 Trait
2 Bonus Feat
3 Planar Trait
4 2 Traits
5 Planar Trait
6 Bonus Feat
7 Planar Trait, Minor Genesis, Plane Shift 1
8 3 Traits
9 Planar Trait
10 Bonus Feat
11 Planar Trait, Plane Shift 2
12 4 Traits
13 Planar Trait
14 Bonus Feat
15 Planar Trait, Plane Shift 3
16 5 Traits
17 Planar Trait
18 Bonus Feat
19 Planar Trait, Craft Planar Gate
20 6 Traits, True Genesis, Apotheosis

Planar Sphere (Su): You possess control over the plane around you to a range of 30 ft, +5 ft. per 2 class levels. You can apply the effects of your Planar Traits (see below) to your Planar Sphere (commonly referred to as your Sphere). This ability is always active.

Planar Trait (Su): A Planar Trait is your ability to manifest a particular planar aspect within your Sphere. You know one Planar Trait at 1st level, and learn an additional Planar Trait every odd level there after. Whenever you manifest one or more Planar Traits they apply to the entire do Sphere (as appropriate). At first level you may only manifest 1 Planar Trait at a time and Manifesting it is a Full Round Action. A Planar Trait lasts until you dismiss it (a standard action) or manifest a new one to replace it. At fourth level, and every fourth level thereafter, you may manifest an additional trait. You must spend the full round action for each, and you cannot have opposing traits manifested at once (such as Air and Earth, Positive and Negative, Law and Chaos, etc.). All saves involving your planar traits are DC 10 + 1/2 your class level + your Cha Mod. All Planar traits possess a minor, Passive Effect, and an Major Ability that can be used a number of times per day equal to 3 + your Cha Mod (each).

Bonus Feats: At second level, and every 4 levels thereafter, you gain a bonus feat. These bonus feats can be selected from a list of class specific feats. (to be added later)

Minor Genesis (Su): Starting at 7th level you have access to your own demi-plane. The radius of this demi-plane is equal to Planar Sphere (not including the Enlarge Sphere feat, if you have it).
The entire demi-plane is considered to be part of your domain for the purposes of Domain Traits, and you can create effects not covered by your traits (such as creating springs, streams and lakes with your Water trait; creating dirt, clay, sand, rock, and even stone structures with Earth; recreating night and day with Light and Shadow; etc). Time flows normally on your demi-plane and possess normal gravity (unless you have the Gravity Planar Trait) and magic.

Plane-shift 1(Su):Also starting at 7th level, you can move yourself to your demi-plane (treat as a 1 round casting time) or back to the exact spot you left. If something occupies that spot, you appear in the nearest open spot.

Plane-shift 2(Su):Starting at 11th level, you can move yourself and will creatures (up to 1 creature per 2 class levels) into your demi-plane (treat as a 1 round casting time) or back to the exact spot(s) you left. All creatures to be affected must be within your Sphere. If something occupies those spots, you appear in the nearest open spot.

Plane-shift 2(Su):Starting at 15th level, this ability functions as the Plane shift spell, except if your destination is your demi-plane (or returning to the spot were you last entered your demi-plan) you always arrive right where you intend to. All creatures to be affected must be within your Sphere. Unwilling creatures get a will save (DC 10 + 1/2 your class level + your Cha Mod) to resist the effect. If something occupies the spots you left, you appear in the nearest open spot.

Craft Planar Gate: At 19th level, you can construct a pair of linked gates. The gates are permanent structures that can allow creatures and objects to pass from one plane to another. The minimum size of a gate is 5 ft high by 5 ft wide (allowing a medium sized creature or object to effortlessly pass through), while the maximum size is 30 ft by 30ft. Both gates must be of the same size. Creating a pair of gates costs 20,000 Gp, and requires 20 days of work (as per the Item creation rules). You must be on site for the full duration of the crafting time, 10 days on each side of the gate, and allowing for up to one week between the two (to allow for travel time). You may cut the cost in half if one of the gates is to be built on your demi-plane. You can also create a keyed gate which will only work under certain circumstances, for certain creatures, or while carrying certain items. Circumstances could involve times of the day or year, specific weather conditions, etc. Certain creatures could be based off of creature type or types, gender, race, or specific people (which could be fooled by mundane or magical disguises). While carrying certain items could reference Generic items (a rose, the tabard of the kings guard, the sigil of a guild, etc.), or specific items costing 1000 gold pieces to create. To change the conditions of a portal after it has been created costs 5000 gold pieces and 5 days of work in the presence of the portal, and if you are not the original creator of the portal, you must make a class level check (DC 10 + the class level of the person who made the portal), failure indicates that the time and resources were wasted. You can also destroy a portal that you created in a ritual taking 1 hour. To destroy a portal somebody else created also takes a class level check (DC 10 + the class level of the person who made the portal), failure indicates that the portal remains, and you can only try to destroy one portal per week.

True Genesis (Su): At 20th level you have mastered planar magic and as a demonstration of that power you have improved upon your demi-plane. This demi-plane is now 1 mile in diameter and grows slowly at the rate of 2 ft. per year. The entire demi-plane is considered to be part of your domain for the purposes of Domain Traits, and you can create effects not covered by your traits (such as creating springs, streams and lakes with your Water trait; creating dirt, clay, sand, rock, and even stone structures with Earth; recreating night and day with Light and Shadow; etc) and it can even support life (though you cannot create life, plants and animals must be brought in). If you die your plane begins to shrink at the rate of 2 ft. per year, until it disappears from existence. You can access your demi-plane through any sort of plane shifting magic, including your Plane-shift class feature.

Apotheosis: At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Furthermore, you no longer age or suffer aging penalties, although bonuses still occur. Any penalties you have already suffered are removed. You could live for centuries in your current form.

Positive: Requires lv. 5+
Passive Effect: Living creatures heal damage each round, while undead take damage each round. When you activate this power, and on later rounds as a move action, you can set the strength of the positive energy from a minimum of 1 to a max of 1/5 class levels you possess.
Major Ability: You may spend a standard action to channel 1d8 plus your class level positive energy into one creature (healing or dealing damage as appropriate).
(The Positive Focus planar feat must be revised)

Fire:
Passive Effect: You can increase the ambient temperature by 5 degrees per class level, to a maximum of 160 degrees (Fahrenheit). You set the temperature increase when you activate the effect, and can change (or negate) it as a move action. You gain Fire resistance 5 per odd class level (5 at first, 10 at third, etc).
Major Ability: You can fill a 5 ft square with fire as a standard action. This fire lasts for 1 round per level, but can be dismissed as a move action. The fire deals 1d6 points of fire damage per odd class level (1d6 at first, 2d6 at third, etc) to any creature that starts their turn in a square filled with fire or passes through a square filled with fire (Reflex save for half).

Light and Shadow:
Passive Effect: You can set the exact degree of illumination for your domain, ranging from normal light to complete darkness. You set the light level when you activate the effect, and can change (or negate) it as a move action. This cancels any light or darkness effects (such as the Darkness or Daylight spells) of a caster level equal to or less than your class level. Also, you are immune to blinding effects caused by light or darkness, and you can see within your domain as if it were normal light.
Major Ability: You can create a 5ft. radius burst of light. Creatures within this are must succeed on a Fort save or be blinded for 1d4+1 rounds.

Air:
Passive Effect: You can use Control Winds as a supernatural ability at will (but it only effects your domain).You gain a fly speed 30 ft.(perfect).You gain Air Mastery .
Major Ability: You can create a Whirl wind as a Full roundThe whirlwind is always 5 feet wide at its base, and 5 ft high per class level (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height.You control the exact height, but it must be at least 10 feet high. Any creature that is sharing it's space with a whirl wind at the beginning of its round must make a reflex save or be picked up. Creatures that have been picked up move with the whirl wind and take 1d6(+1 per class level) points of damage per round (Fort /half) and can make a reflex save as a Standard action to escape. The whirl wind can hold 1 creature of small size per class level, or an appropriate number of larger creatures (1 Medium counts as 2 smalls, 1 large counts as 2 medium, etc). You can choose to deposit a creature as a free action on your turn. You can move the whirl wind op to 30 ft. as a move action. the Whirl wind lasts for 1 round per 2 levels per use.

Chaos: Requires a non-lawful alignment
Passive Effect: Chaotic creatures receive a +1 moral bonus to attack rolls, damage rolls, saving throws, and armor class, plus an additional +1 per 5 class levels. Creatures with the Chaotic subtype receive double the benefit. Lawful creatures receive a -1 moral penalty to attack rolls, damage rolls, saving throws, and armor class, plus an additional -1 per 5 class levels. Creatures with the Lawful subtype receive double the penalty. All attacks are considered to be Chaotic aligned for the purpose of overcoming DR.
Major Ability: You can use Lesser Confusion as a spell-like.

RPG Superstar 2012 Top 32

Is their BAB +1/2, like a wizard's? NOT 1/4--that's crazy talk!!!!!

If it is 3/4, their HD should be 1d8. Pathfinder is pretty strict with the BAB ~ HD thingamajig.


Their BAB should be 1/2 like a wizard's, thank you for pointing that out.


this is looking a lot better


Thank you, I almost had this update ready yesterday.

RPG Superstar 2011 Top 8

Looks good, I like the ability to start building your own demi-plane from a lower level. 3/4 BAB and d8 HD probably aren't unbalanced as this character is kind of a specialized, limited spellcaster like the Summoner. But 1/2 BAB and d6 HD work too as long as his ability to control the battlefield scales up so he is at least as good at it as an equivalent level Wizard. Really, the Warper might even represent the best possible class for battlefield control, at the cost of versatility in other areas.


Actually,I've noticed that if a Warper takes the Air Demesne at 1st level,the Warper gets Flight at 1st level. Even the Witch's Flight hex doesn't grant the ability to fly until 5th level.


Perhaps I should give them Fly as a Planar Feat? The thing is, they can only fly within their planar sphere, which is centered on them until (at least) 5th level. None of their abilities function beyond their planar sphere, which limits it to a utility ability, at least early on. What do you think?

RPG Superstar 2012 Top 32

Kierato wrote:
Perhaps I should give them Fly as a Planar Feat? The thing is, they can only fly within their planar sphere, which is centered on them until (at least) 5th level. None of their abilities function beyond their planar sphere, which limits it to a utility ability, at least early on. What do you think?

Well, if the planar sphere is centered on them, wouldn't it fly around with them? Or is a planar sphere a stationary effect?

Maybe give them the ability to fly for a number of rounds equal to the number of ranks in Fly they have?

RPG Superstar 2011 Top 8

Yeah but if they can only fly in their domain, and their domain is centered on them, they can always fly... I hadn't noticed that earlier. It wouldn't be too hard to add powers like this which make sense, but are too powerful at first level, like this:

Air Domain

Lesser Manifestation:
You can use Control Winds as a supernatural ability at will (but it only effects your domain). At 8th level, you gain a fly speed 30 ft.(perfect)and Air Mastery, but only within your domain.

Greater Manifestation:
You can create a Whirlwind as a full round action. The whirlwind is always 5 feet wide at its base, and 5 ft high per class level (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height.You control the exact height, but it must be at least 10 feet high. Any creature that is sharing it's space with a whirl wind at the beginning of its round must make a reflex save or be picked up. Creatures that have been picked up move with the whirl wind and take 1d6(+1 per class level) points of damage per round (Fort /half) and can make a reflex save as a Standard action to escape. The whirl wind can hold 1 creature of small size per class level, or an appropriate number of larger creatures (1 Medium counts as 2 smalls, 1 large counts as 2 medium, etc). You can choose to deposit a creature as a free action on your turn. You can move the whirl wind op to 30 ft. as a move action. the Whirl wind lasts for 1 round per 2 levels per use.

Obviously you can move the level the fly ability is gained up or down to even up the power against existing classes.


Air Planar Trait

Lesser Manifestation:
You can use Control Winds as a supernatural ability at will (but it only effects your domain). At 6th level, you gain a fly speed 30 ft.(perfect)and Air Mastery.

Greater Manifestation:
You can create a Whirlwind as a full round action. The whirlwind is always 5 feet wide at its base, and 5 ft high per class level (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height.You control the exact height, but it must be at least 10 feet high. Any creature that is sharing it's space with a whirl wind at the beginning of its round must make a reflex save or be picked up. Creatures that have been picked up move with the whirl wind and take 1d6(+1 per class level) points of damage per round (Fort /half) and can make a reflex save as a Standard action to escape. The whirl wind can hold 1 creature of small size per class level, or an appropriate number of larger creatures (1 Medium counts as 2 smalls, 1 large counts as 2 medium, etc). You can choose to deposit a creature as a free action on your turn. You can move the whirl wind op to 30 ft. as a move action. the Whirl wind lasts for 1 round per 2 levels per use.

I made a couple of changes to the way you put it. Level 6 instead of level 8 for flight (A warlock can fly at level 6, and fly is a lv.3 Sor/Wiz spell). and I removed the part about "only within your domain" as all abilities are only usable within your Planar Sphere.
Thank you for the suggestions and keep them coming. I plan on adding water, law, good, and evil before Friday.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Warper, The Planar Mage (new base class) All Messageboards

Want to post a reply? Sign in.