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Author: Ubergeek63 (talk)
Date Created: 7/15/2011
Status: Developement
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Planar Mage

The Planar Mage is not really a mage at all but he pulls matter and energy through supernatural links to the inner planes that duplicate many magic effects. At higher levels these links provide transportation to and protection from these and the some of the outer planes.

Making a Planar Mage

The Planar Mage's supernatural abilities can duplicate normal magic in appearance, but are actually planar matter and energy summoned from the planes are not effected by spell resistance, magic resistance, or dispelling.

Abilities:

Attunement - The establishment of supernatural links to planes, people, places and things.

Planar Tap - The basis of the Planar Mage's "spells" is his ability to "tap" the energy, matter, characteristics, and creatures that he is attuned to.

Races: Any

Alignment: Any

Starting Gold: 2d4×10 gp

Starting Age: As wizard

Table: The Planar Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Planar Spell Effects (point cost) Power
Points
/Round
Power
MAX
Points
Recharge
Power
Points
/Round
Fort Ref Will Generic Positive Negative 3rd 4th 5th 6th 7th 8th 9th
1st + + + + Attunement 2 planes, Planar Tap, Knowledge Devotion Energy (1)/d6 Ranged Touch Cure Wounds (2)/d6 Ranged Touch Inflict Wounds (2)/d6 Ranged Touch 1 2 1
2nd + + + + <-> Align Arms & Armor (4)/+1 2 4 1
3rd + + + + <-> 3 6 2
4th + + + + <-> Energy (2)/d6 20' Burst Cure Wounds (4)/d6 20' Burst Inflict Wounds (4)/d6 20' Burst 4 8 2
5th + + + + <-> 5 10 3
6th + + + + <-> Matter Animate Dead 2HD/(1) 6 12 3
7th + + + + Attunement 3 planes 7 14 4
8th + + + + <-> 8 16 4
9th + + + + <-> Enervation (9)/d4 Ray 9 18 5
10th + + + + <-> Teleport (4)/person Raise Dead (*) 10 20 5
11th + + + + <-> 11 22 6
12th + + + + <-> 12 24 6
13th + + + + Attunement 4 planes 13 26 7
14th + + + + <-> 14 28 7
15th + + + + <-> 15 30 8
16th + + + + <-> 16 32 8
17th + + + + <-> 17 34 9
18th + + + + <-> 18 36 9
19th + + + + Attunement 5 planes 19 38 10
20th + + + + <-> 20 40 10


(*) Additionally requires preexisting attunement to character and his alignment plane. No other action possible this round.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

<-fluff about class features->. All of the following are class features of the Planar Mage.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Power Points and Spell Effects: Power points determine what combinations of abilities the Planar Mage can use and how often. The maximum spell effect that he can use per round is equal to his level and he gets twice that total so he can only do a maximum effect twice in a row and the power points recharge at a rate of equal to half his level. In addition, effects that would total only half his level are free if they do not contain high level effects (those that he gained after half his current level - at 10th level an effect that he gained at fifth level would add into the effect strength but that round would not actually effect his total points).

Attunement (Su): A link is established between the Mage and the number of planes listed and as many people, places and things as the he desires. Each link requires a 10 minute ritual to establish and serves as a source/destination for effects. A Planar Mage is automatically attuned to his native plane. He gets two additional planes at first level and every 5 levels afterwards. Planes can only be gained when advancing in level though he can change out one as well when he gains one. Additionally the planar links double his effective skill points on knowledge checks concerning the planes he is linked to. When a Planar Mage travels to a plane that he is attuned to, it is as if he is under the influence of a fly spell with gravity, a livable environment and a "ground" of force under his feet. This effect has a ten foot radius per level centered on the mage. A planar mage excels at crafting planar aligned items including any item whose energy type or alignment can be related to one of the his planar attunements.

Planar Tap (Su): The attunement link is the conduit through which the Planar Tap functions. It sends energy or matter across the link in either direction and is used to create a variety of effects. Matter transfer is limited to 675Lbs/lvl (5 foot square by two inches thick per level for a stone wall))

Knowledge Devotion: Insight bonus on attack and damage rolls from +1 to +5 see Complete Champion

Align Arms & Armor (Su): Aligns weapon or armor with plane. Bonus is double against opposed alignments or energies (fire/water, earth/air, good/evil, law/chaos) and goes away for matching alignments. Effect lasts for 1 hour per class level.

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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