Planeswalker?


Homebrew and House Rules


Has anyone suggested/made a class/wizard specialty that would allow a character to play a "planeswalker" of sorts. (Ala Magic the Gathering).

Like the ability to cast deportation spells without error or spontaneously cast spells like dimension door.

The biggest thing would be the ability to use planar shift without error. (And possibly have it at a lower level than 7th)

Something that deals extra damage to outsiders.

It COULD be a prestige class, but if it was I'd like to see it as a 6th level entry one rather than a 10th level one.

Obviously wizard HD, saves, and skills. It would pretty much be a wizard with the ability to flip planes.

(We are in a campaign setting where there is a lot of travel between planes and spaces and stuff like that)


The planeswalker concept is very cool, but as i see it, they are characters of epic powers.. just take a look at WHAT they can summon.. or the epic battles of the M:tG universe (Urza vs Mishra, Feroz and Serra, the whole mess with Phyrexia...).

I see them as an epic Prc or something similar.

Said this, if you want them low level, what about make them an archetype of the Conjurer Wizard?


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This sounds to me more like a template, or a whole monster race with a high CR. If you want it to be anything close to the MTG planeswalkers then it really shouldn't be adventuring alongside mere mortals. A planeswalker's equivalent of the basic spell-like abilities and cantrips a wizard starts out with is planeshift.

You could certainly make them a wizard archetype or something, but they'd only begin to look like planeswalkers at the very highest levels.


Oh... I was suggesting that the class be inspired by it. Not an actual planeswalker but a character who specializes in planar travel and telleporting. It awalys bugged me there was no way to make accurate planar travel.

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As a prestige class, I would make a PrC for spellcasters (arcane or divine) which stunted caster progression slightly but granted some elemental resistances and spell-like abilities like shadow walk, astral spell, plane shift, and had 4+Int Skills rather than 2+. Planeshift without error should be a high level ability, possibly even the PrC's capstone. Certainly it could be 6th level entry--but bear in mind a 7th level character wandering around the planes is going to be in a lot of danger. 7th level is mid level but my sense of planar adventures with what you potentially can run into is that it's "low" level for that kind of thing.


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Scott_UAT wrote:
Oh... I was suggesting that the class be inspired by it. Not an actual planeswalker but a character who specializes in planar travel and telleporting. It awalys bugged me there was no way to make accurate planar travel.

Planeshifter PrC from Manual of the Planes (3.0)


Thanks necro! That's a good one!

RPG Superstar 2012 Top 32

Planewalker Wizard Archetype:

PLANEWALKER WIZARD ARCHETYPE

Planewalker wizards travel the planes, where they often need to negotiate through hostile terrain and societies.

Class Skills: Climb, Craft, Diplomacy, Fly, Knowledge arcana, Knowledge geography, Knowledge planes, Linguistics, Profession, Spellcraft, Survival, Swim

Skill Ranks per Level: 2 + Intelligence modifier

Extraplanar Spell Power (Ex): At 1st level, the planewalker gains a +1 bonus on caster level checks to overcome the spell resistance of extraplanar creatures. This bonus increases by +1 at 5th level and every 5 levels thereafter.
This ability replaces the standard wizard’s Scribe Scroll bonus feat.

Extended Traveler (Ex): At 5th level, the planewalker doubles the duration of any spell he casts that affects his movement or the movement of others. This does not increase the effective level of the spell cast.
This ability replaces the standard wizard’s 5th level bonus feat.

Rapid Teleportation (Ex): At 10th level, the planewalker can cast any conjuration (teleportation) spell that normally has a casting time of 1 standard action as a move action.
This ability replaces the standard wizard’s 10th level bonus feat.

Extra-dimensional Traveler (Ex): At 15th level, the planewalker can teleport into or out of areas that block extra-dimensional travel, or ignore effects that bar extra-dimensional travel, by succeeding on a caster level check with a DC equal to 10 + the caster level of the effect blocking extra-dimensional travel.
This ability replaces the standard wizard’s 15th level bonus feat.

Swift Teleportation (Ex): At 20th level, the planewalker can cast any conjuration (teleportation) spell that normally has a casting time of 1 standard action as a swift action. This does not increase the effective level of the spell cast.
This ability replaces the standard wizard’s 20th level bonus feat.

.

Planewalker Prestige Class:

PLANEWALKER

Requirements:
Knowledge geography 7 ranks, Knowledge planes 7 ranks, Spellcraft 7 ranks
Endurance, Spell Focus conjuration, Spell Penetration
Ability to cast 4th level spells, including Dimension Door

Class Features:
BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Climb, Craft, Diplomacy, Fly, Knowledge arcana, Knowledge geography, Knowledge planes, Linguistics, Profession, Spellcraft, Survival, Swim.

Skill Ranks per Level: 2 + Intelligence modifier.

The planewalker does not gain any new armor or weapon proficiencies.

LEVEL ABILITY
1. Sudden Sojourn (dimensional leap), +1 level of spellcasting
2. Extraplanar Spellbane, +1 level of spellcasting
3. Sudden Sojourn (dimension door), +1 level of spellcasting
4. Extraplanar Spell Power, +1 level of spellcasting
5. Sudden Sojourn (teleport), +1 level of spellcasting
6. Improved Extraplanar Spellbane, +1 level of spellcasting
7. Sudden Sojourn (greater teleport), +1 level of spellcasting
8. Scattering Spell, +1 level of spellcasting
9. Sudden Sojourn (plane shift), +1 level of spellcasting
10. Greater Extraplanar Spellbane, +1 level of spellcasting

Sudden Sojourn (Su): The planewalker learns how to use teleportation effects to great effect.
At 1st level, the planewalker can sacrifice a prepared spell slot as an immediate action and teleport 5 feet per level of the sacrificed spell slot. If this is done in response to an attack, there is a 50% chance this negates attack.
At 3rd level, the planewalker can sacrifice a prepared spell slot of 4th level or higher as a swift action and use dimension door; the planewalker can act without penalty after using dimension door.
At 5th level, the planewalker can sacrifice a prepared spell slot of 5th level or higher as a swift action and teleport; the planewalker adds half his class level to his caster level when determining his caster level when using teleport.
At 7th level, the planewalker can sacrifice a prepared spell slot of 7th level or higher as a swift action and use greater teleport; the planewalker adds half his class level to his caster level when determining his caster level when using greater teleport.
At 9th level, the planewalker can sacrifice a prepared spell slot of 8th level or higher as a swift action and use plane shift; the planewalker arrives at the desired destination, ignoring any miss chance.

Extraplanar Spellbane (Ex): At 2nd level, the planewalker adds half his level to the hit point damage his spells cause to creatures with the extraplanar sub-type.

Extraplanar Spell Power (Ex): At 4th level, the planewalker adds half his level to caster level checks to overcome the spell resistance of creatures with the extraplanar sub-type.

Improved Extraplanar Spellbane (Ex): At 6th level, the planewalker adds his level to the hit point damage his spells cause to creatures with the extraplanar sub-type. This replaces the planewalker’s Extraplanar Spellbane ability.

Scattering Spell (Ex): At 8th level, when the planewalker casts a spell that targets one or more opponents, he can choose to declare the spell a scattering spell. Targets of the spell are teleported 10 feet per spell level in a random direction (use the missed splash weapon rules on page 202 of the Pathfinder Core Rulebook). The planewalker can use this ability a number of times per day equal to 3 + the planewalker’s Intelligence modifier.

Greater Extraplanar Spellbane (Ex): At 10th level, the planewalker applies the Maximize Spell metamagic feat to his spells that affect creatures with the extraplanar sub-type. This does not increase the effective spell slot of the affected spell.


I'd add the Extraplanar Spell Power as a bonus on charisma check for the planar ally spell..

RPG Superstar 2012 Top 32

Kaiyanwang wrote:
I'd add the Extraplanar Spell Power as a bonus on charisma check for the planar ally spell..

Oooooh....that's a good idea. Flavorful, useful, not over-powering.


Sorry for the late reply but EXCELLENT! :D


Why would any wizard not want that archetype and PrC?


For pew-pew?

Scarab Sages

Umbral Reaver wrote:
Why would any wizard not want that archetype and PrC?

Good question (+1)

RPG Superstar 2012 Top 32

Some wizards don't want to be public transportation? Some wizards exist in campaigns with limited to no planar travel? Some wizards want to focus on abjurations, divinations, enchantments, evocations, illusions, necromancy, transmutations--or non-teleporting aspects of the conjuration school, like summoning, calling, or creating?

But basically, I was feeling nostalgic about 2nd Edition Planescape, and the various planewalking kits found in the Planewalkers Guide...which I can't seem to find right now.

I've been into steampunk recently, and I think it would be fun to have a steampunky campaign with the flavor of the old Planescape. I was thinking, instead of focusing on an extra-planar campaign, it could be a plane-hopping campaign through all sorts of alternate Prime Material Worlds: A weird wild west world, a floating island world, a fey-dominated world, dark world where evil won, an idyllic world where law won, a world-wide city world, a dragon and dinosaur dominated world, etc. etc.

The Exchange

Check out WOTC manual of the planes for 3.5 and then convert the classes to pathfinder for your home game. They all have a bit of a power bump from regular 3.5 so little conversion should be needed.

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