Ethereal Warrior - Prestige Class (Rough Draft)


Homebrew and House Rules


In the cosmology of the known planes, the material plane upon which mankind resides is surrounded and protected by the transitive astral, ethereal and shadow planes. Beyond that are the elemental planes, from which the kinetics draws their power, creating portals through the ethereal plane. Whereas kineticists create portals that draw from the elements beyond, an ethereal warrior instead becomes a portal to the ethereal, and eventually, even the elemental planes beyond.

When a person, oft through introspection, realises that the pathways can go in both direction, they often find themselves drawn to this class to perfect their body's ability to transcend the material plane. This is done through rigorous martial training as well as mental exercises.

Alignment: There are no alignment restrictions to this class.
Hit Dice: d8

Requirements
To qualify to become an Ethereal Warrior, a character must fulfil all of the following criteria.
Skills: Knowledge (Planes) 8 ranks
Base Attack Bonus: +6
Special: There must be an elemental theme to the character or class. This can be an Elemental Focus, Domain, School, or just the theme of the character, such as a monk who focuses on air through elemental fists, and wind and lightning stances.

Level | BAB | Fort. | Rflx. | Will. | Special
--------------------------------------------------------------------------- -----------------------------
1st .. | +1 . | +1 . | +1 . | +0 . | Burn, Continued Progression
2nd . | +2 . | +1 . | +1 . | +1 . | Wild Talent
3rd .. | +3 . | +2 . | +2 . | +1 . |
4th .. | +4 . | +2 . | +2 . | +1 . | Wild Talent
5th .. | +5 . | +3 . | +3 . | +2 . |
6th .. | +6 . | +3 . | +3 . | +2 . | Wild Talent
7th .. | +7 . | +4 . | +4 . | +2 . |
8th .. | +8 . | +4 . | +4 . | +3 . | Wild Talent
9th .. | +9 . | +5 . | +5 . | +3 . |
10t .. | +10 | +5 . | +5 . | +3 . | Wild Talent

Class Skills
The ethereal warrior's class skills (and key ability for each skill) are Knowledge (Planes) (Int), Perception (Wis), and Stealth (Dex).
Skill Ranks Per Level: 4+Int modifier.

Class Features
All of the following are features of the ethereal warrior's prestige class.

Weapon and Armour Proficiency: Ethereal warriors are proficient with all simple and martial weapons. Ethereal warriors are proficient with light and medium armours but not with shields.

Burn (Ex): Ethereal warriors can use the Burn class feature of the kineticist class, with the exception that the max burn an ethereal warrior can accept is equal to her Con modifier. If the character already has Burn as a class feature, she may add to her max burn by 1 for every 2 full levels she has in the ethereal warrior class, to a maximum bonus equal to half her Con modifier. The ethereal warrior's level stacks with the level of all other classes when determining how much burn they can accept per round. Otherwise the max burn they can accept per round is equal 1. This increases to 2 at 5th level, and 3 at 10th level.

Continued Progression: When calculating either the spells per day of a psychic magic class, or the damage of wild talent simple or composite blasts, the ethereal warrior may add her levels in this class to the psychic magic class(es) and the kineticist class.

Wild Talent: An ethereal warrior can use ethereal wild talents, magical abilities similar to spells but drawn from the ethereal warrior's innate psychic talent and usable at will. Every wild talent has an effective spell level, and an ethereal warrior can only select a wild talent if her ethereal warrior level is at least double the wild talent's effective spell level. All wild talents are labelled as either (Sp) or (Su).
She gains 1 wild talent at 2nd level and every 2 levels thereafter from the following list.

Basic Etherealkinesis (Sp):
Level: 1; Burn: 0;
You are able to go Ethereal for a very brief moment, however you can only do this with up to your Con Modifier * 2 pounds of equipment at a time, items which exceed this weight fall to the ground. You may select which items, within the weight limit, stays with you when you use this power. While ideal for slipping out of bonds, it also has a tendency to slip you out of your armour as well.

Ethereal Vision (Su):
Level: 1; Burn: 0
You may, shift your vision to the ethereal plane. This allows you to see through mist and fog (including fog cloud and similar magic). During this time, your eyes take on a nearly translucent appearance which bystanders will find very disturbing, causing a -2 to any future diplomacy rolls in dealing with them.

Ghost Touch, Weapons (Sp):
Level 1; Burn 0
You may give your melee weapon the Ghost Touch special weapon ability as part of a melee attack action, a charge action, or a melee full-attack action. If you spend 1 Burn, this ability will remain on your weapon for a number of minutes equal to your Con modifier, or until the weapon leaves your possession.

Ghost Touch, Armour (Sp):
Level 2; Burn 1
A single piece of armour that you are wearing uses both its enhancement bonus and ac against both incorporeal and corporeal attacks. The effect lasts until the end of your next turn. You may spend an additional burn to extend the duration until the next time you recover from your current burn levels.

Ethereal Vision, Improved (Su):
Level 2; Burn: 0; Requisite: Ethereal Vision
You can look through up to 6 inches of non-magical material with your ethereal vision. This ability is blocked if there is anything magical, such as a ward or barrier, between you and where you are trying to look, unless the magic is your own. The material must be within close range to you, and you are limited to a number of minutes per day equal to your level plus Con mod. Trying to use this talent longer than allowed gives you the blinded effect until your recover from lost burn. When using this talent, your eyes take on a nearly translucent appearance which bystanders will find very disturbing, causing a -2 to any future diplomacy rolls in dealing with them.

Step Through (Sp):
Level 2; Burn: 1; Requisite: Basic Etherealkinesis
The duration of basic etherealkinesis expands for you, allowing you time to step through a wall, door or other obstacle. Moving still requires expending a move action to do so, and you move at 1/4th your normal speed for that turn. During this time, you do draw attacks of opportunity when moving, if applicable, but you are considered incorporeal for those attacks.
Upon stopping, or pausing a move action, this effect ends. If you are within an object at the time, you get shunted back to your starting location.

Ghosting (Sp):
Level 2; Burn: 1; Requisite: Basic Etherealkinesis
Until the end of your next turn, you are mostly ethereal, giving you a defensive DR 10/Magic. You can extend this to a number of minutes equal to your Con Modifier with an extra point of burn.

Wraithing (Sp):
Level 3; Burn: 2; Requisite: Step Through or Ghosting
Until the end of your next turn, you are ethereal and unable to be hit by physical attacks. You can also not in any way affect the material plane while in this state. You can however walk through walls, doors and other obstacles with relative ease, at half your usual movement speed.

Ethereal Vision, Greater (Su):
Level 3; Burn 0; Requisite: Ethereal Vision, Improved
When using your Ethereal Vision, you can attempt to see through magical barriers by rolling against the DC of the magic using your Fort in place of Will. You also gain unlimited use of your ethereal vision, though you still suffer from the disturbing appearance your eyes cause.

Ethereal Weapon (Sp):
Level: 3; Burn 1; Requisite: Ghost Touch, Weapons
When you apply your Ghost Touch to a melee weapon, you can also ignore non-magical armour, including natural armour, with your weapon. If the armour is magical, it does not get any enhancement bonus for the purpose of any attacks you use with this weapon. You can extend the duration of this talent to a number of minutes equal to your Con modifier, or until the weapon leaves your possession, by spending an additional burn level.

Ethereal Archery (Sp):
Level 4; Burn: 1
You may treat a missile from a ranged weapon, or a thrown weapon, as having the Ghost Touch weapon quality. If shot or thrown at a corporeal creature, you may ignore any non-magical armour, or ignore the enhancement of any magic armours they are wearing.

Ethereal Jaunt (Sp):
Level 4; Burn 2; Requisite: Wraithing
You are under the effects of the Ethereal Jaunt spell for a number of rounds equal to your ethereal warrior level plus Con modifier.

Ethereal Jaunt, Greater (Sp):
Level 5; Burn: 3; Requisite: Ethereal Jaunt
You are under the effects of an Ethereal Jaunt, except your vision is not limited to 60' and it lasts for a number of minutes equal to your ethereal warrior level plus Con modifier.

Planar Travel (Sp):
Level 5; Burn 3
You are able to transfer yourself and a number of people equal to your Con modifier, to one of the elemental planes as if using the Plane Shift spell.

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