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View Full Version : [3.5]The Planeswalker (WIP, PEACH)



Hawk7915
2011-03-05, 04:02 PM
Designer NotesIt's been done before, but I wanted to take a crack at making Planeswalkers in D&D. Originally, it was a template. It was going to grant Plane Shift at will and some mental ability boosts. Then, I decided to make it a class, but make it something to always gestalt with. I wanted to capture that planeswalkers can come from all walks of life, and allow you to have a Planeswalker//Barbarian, Planeswalker//Wizard, etc. So the original run just had an escalating Plane Shift and a smattering of spells. It had no good saves, low BAB, and 2 skills/level, and no other class features.

The more I worked on it the more weird it felt. The class looked awful and clunky. I started to add a few "color feats" to it, and then more, and then more...eventually I realized that it really ought to be a base class. So now it is: Good will, Medium BAB, d8 HD, excellent skill list, and a pile of class features.

Four major notes:
1) This was an attempt to make Planeswalker work in D&D, not to bend D&D into making the class. That means no new spells. Plane Shift is initially very nerfed and then gets "normal" at 14th level. This isn't a 100% faithful translation is what I'm trying to say; it's inspired by Magic: The Gathering but not a slave to it.

2) Even with nerfed Plane Shift...this is a class that can Plane Shift 1/day at will starting at 1st level. That's going to impact how you run your games, and this class should never be used if you aren't counting on the party rambling across the multiverse with at least one and potentially a full party of Planeswalkers. Those that want to use the class should embrace the 'walkers gift and run a campaign that's a bit more like Sliders or Stargate in that it involved traveling to exotic places, meeting exotic races...obviously, this isn't for everyone.

3) The overall goal of the Planeswalker was to allow for an incredibly versatile, high Tier 3 class that didn't just rob its class features from other base classes. As a result, there's very little "color restriction" (go ahead and make that Blue/Green/Red/Black mage!) and there's a lot of abilities that are a bit strange. Above all else, please let me know which of the "Boons" feels too strong/too weak, if you feel there's enough options, if you love or hate the way color restriction works and why (too restrictive/not restrictive enough), etc.

4) This is my first homebrew base class. Please, be gentle :smallredface:


The Planeswalker

Creating a Planeswalker
A Planeswalker is a gifted spellcaster and a paragon of their people who has the innate ability to travel the planes.

Abilities: A Planeswalker's abilities are defined by their personality, fighting style, allegiance, and specialization. They choose which mental ability (Intelligence, Charisma, or Wisdom) they want to govern their spellcasting ability, so clearly they need one of those abilities to be quite high. Beyond that it depends on character.

Races: All sentient races with a life force have the potential to discover their spark and walk the path of the planeswalker, although for reasons unknown Human planeswalkers are by far the most common. Even Dragons, Golems, and Undead have been storied to have discovered their sparks and become some of the multiverse's most fearsome planeswalkers.

Adventures: Planeswalkers are as varied as all the other classes combined, and depending on an individual's alignment and color allegiance they can fit in comfortably with almost any combination of classes. Generally speaking, White-aligned planeswalkers fit in best with Paladins and Clerics, Blue with Artificers and Wizards, Black with Rogues and Necromancers, Red with Barbarians, Bards, and Sorcerers, and Green with Rangers and Druids, but there's a lot of variance. No matter their Race, Alignment, or Color Allegiances, all Planeswalkers have a love of travel and adventure and an innate, wild magic that makes them close companions to sorcerers and other spellcasters.

Alignment: Planeswalkers come from all alignments. Embracing certain colors tends to also dictate an alignment (White planeswalkers are almost never chaotic, Green planeswalkers are often neutral, and Black planeswalkers are rarely good) but anything is possible. Some spell lists have certain alignment restrictions, but this does not bar a character of that color from being that alignment (you can have an Evil White Planeswalker who casts White spells, even good-aligned ones, even though said Planeswalker can't learn "Evil" spells from the Cleric list).

Class Skills The Planeswalker’s class skills (And the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge: Arcana (Int), Knowledge: Geography (Int), Knowledge: The Planes (Int), Listen (Wis), Spellcraft (Int), Speak Language, Spot (Wis), and Survival (Wis). A planeswalker also can gain additional class skills depending on their choice of color (see below).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at each Level: 6 + Int modifier

Hit Die: d8

Planeswalker


Planeswalker
Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2
Walk the Planes 1/day, Color Skills, Minor Arcana, Boon (Novice)
1







2nd
+1
+0
+0
+3
Mana Pool
1








3rd
+2
+1
+1
+3
Planeswalker’s Will 2/day (Draw Mana, Fortify Life)
2







4th
+3
+1
+1
+4
Boon
2
1






5th
+3
+1
+1
+4
Baleful Shift, Mana Bond I
2
1






6th
+4
+2
+2
+5
Easy Walking
3
1






7th
+5
+2
+2
+5
Boon (Journeyman)
3
1
0






8th
+6/+1
+2
+2
+6
Planeswalker's Will (Search for Answers)
3
2
1





9th
+6/+1
+3
+3
+6
Planeswalker's Will 3/day, Walk the Planes 2/day
3
2
1





10th
+7/+2
+3
+3
+7
Boon (Expert)
3
3
1
0




11th
+8/+3
+3
+3
+7
Mana Bond II
3
3
2
1




12th
+9/+4
+4
+4
+8
Emergency Walk 1/day,
4
3
2
1





13th
+9/+4
+4
+4
+8
Boon (Master), Walk the Planes 3/day
4
4
2
1
0



14th
+10/+5
+4
+4
+9
Swift Traveler
4
4
3
2
1



15th
+11/+6/+1
+5
+5
+9
Emergency Walk 2/day, Planeswalker's Will (4/day)
5
4
3
2
1




16th
+12/+7/+1
+5
+5
+10
Boon
5
4
4
2
1
0


17th
+12/+7/+1
+5
+5
+10
Mana Bond III, Walk the Planes 4/day
5
4
4
3
2
1


18th
+13/+8/+3
+6
+6
+11
Emergency Walk 3/day, Planeswalker's Will (Spell Trace)
5
5
4
3
2
1


19th
+14/+9/+4
+6
+6
+11
Boon (Legend)
5
5
4
4
3
2


20th
+15/+10/+5
+6
+6
+12
Mastery of the Planes, Walk the Planes 5/day
5
5
4
4
4
3



Class Features:
Weapon and Armour Proficiencies: A Planeswalker is proficient with light armor and shields. A planeswalker is proficient with all simple weapons and a single martial weapon of their choice. Unlike normal arcane spellcasters, the Planeswalker may cast spells while wearing light armor and using light shields with no risk of spell failure.

Spells A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier.

Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability.

A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes. The spells known by a Planeswalker at each level are listed in the table below


Class Level
1st
2nd
3rd
4th
5th
6th


1st
1
-
-
-
-
-


2nd
2
-
-
-
-
-


3rd
3
-
-
-
-
-


4th
3
2
-
-
-
-


5th
4
3
-
-
-
-


6th
4
3
-
-
-
-


7th
4
4
2
-
-
-


8th
4
4
3
-
-
-


9th
4
4
3
-
-
-


10th
4
4
4
2
-
-


11th
4
4
4
3
-
-


12th
4
4
4
3
-
-


13th
4
4
4
4
2
-


14th
4
4
4
4
3
-


15th
4
4
4
4
3
-


16th
5
4
4
4
4
2


17th
5
5
4
4
4
3


18th
5
5
5
4
4
3


19th
5
5
5
5
4
4


20th
5
5
5
5
5
4




Minor Arcana: A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifer.

Walk the Planes (Su): A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.

Color Skills: A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list.
White: Knowledge: History, Knowledge: Nobility and Royalty, Ride, Sense Motive
Blue: Disable Device Search, Swim, Use Magic Device
Black: Bluff, Hide, Knowledge: Religion, Move Silently
Red: Bluff, Intimidate, Jump Tumble,
Green: Climb, Handle Animal, Heal, Knowledge: Nature

Boon: At 1st level, and every three levels thereafter, a planeswalker embraces the special gifts of one of the colors of magic. At first level they may select any “Novice” boon. Starting at 7th level they may learn Journeyman boons, but to learn a higher level boon the Planeswalker must know a boon of the previous tier in the same color. For example, for a planeswalker to gain access to “Distortion Strike” (A journeyman Blue Boon), they must have selected one of blue’s novice boons at 1st or 4th level. Planeswalkers gain access to Expert boons at 10th level, Master boons at 13th level, and Legend boons at 19th level.

Mana Pool: In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter.

A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot.

A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC.

In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.


Planeswalker’s Will: Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.

Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.


Draw Mana (3rd Level): By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.

Fortify Life (3rd level): By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.

Search for Answers (8th level): You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.

Spell Trace (18th level): You study the underlying magic of your opponent, and turn it back at them. This ability works a little differently. The DC for the Knowledge: The Planes check must exceed the Hit Die of a single enemy you can see +10. If you succeed, you gain the ability to cast a spell or Spell-like ability of the target. To do so, you must spend a 6th level spell slot (or a combination of mana and a lower level slot equal to that amount). The action to do so is the same action required to normally cast that spell, but the Save DC is based on your primary spell casting attribute. The spell you cast must be one you have seen the target cast, and you can cast this spell only once, during only this encounter.

Baleful Shift: At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.

Mana Source: A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point.
White: Plains, open fields, deserts, urban environments
Blue: Islands, the sea, large rivers or lakes, or while airborne with clouds nearby.
Black: Swamps, cemeteries or tombs, and caves
Red: Mountains, dungeons, and deserts
Green: Forests, jungles, underground areas filled with fungus.

At 11th and 17th level, a Planeswalker may choose to double the benefit gained from a selected environment, or they may choose an additional Color to gain this benefit from. Remember, a doubling of a doubling is a tripling.

Easy Walking: At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.

Emergency Walk: At 12th level, in times of great need, the Planeswalker may teleport themselves out of danger much faster than normal. Once per day, she may use her “Walk the Planes” ability as a full-round action, rather than a one-minute action. He gains additional uses of this ability again at 15th level and every 3 levels thereafter.

Swift Travel: At 14th level, you are able to planeshift much faster. Your “Walk the Planes” ability now takes only one round to cast. This is shortened to a standard action when you use your “Emergency Walk” ability.

Master of the Planes (Ex):At 20th level you are an expert of inter planar travel and Leyline Manipulation. This has a number of benefits.

In regards to your "Walk the Planes" ability, If you have been to a location before, you unerringly arrive where you desire when using your “Walk the Planes” ability, as the "Greater Planeshift" spell. You can make a Knowledge: The Planes check when an opponent uses a Conjuration[Teleportation] spell or spell-like ability to identify where they are traveling, and if you use your Walk the Planes ability afterwards, you can arrive within 20 miles of their location. You never risk landing somewhere dangerous when traveling to a plane, even if you have never been there before. Finally, the save DC to send an unwilling character on a “Walk” is increased by 2.

In regards to your "Planeswalker's Will", you may choose two different abilities when making a Knowledge: The Planes check, and gain both benefits.

White Boons and Spell List:

"One's blade is only as sharp as one's conviction."
—Ajani Goldmane

BoonsNovice:

Skills of the Plains: Upon selecting this boon, you add all of the White skills to your class skill list.

Enduring Ideal: Upon selecting this boon, you add a 1st level White spell to your list of spells known. Each time you gain a white boon, you may learn a new White spell of the highest level you are capable of casting.

Healing Salve: This boon empowers your healing magic. When you cast a Conjuration [Healing] spell, it heals an additional 2 points of damage for every White Boon you've selected, including this one

Knighthood: You gain Mounted Combat and Skill Focus: Ride as bonus feats.

Undead Slayer: Gain “Turn Undead” as a cleric of your level.

Journeyman:
Ajani's Mantra: When you use your Planeswalker's Will, you also regain hitpoints equal to your Planeswalker level.

Crusade: Upon selecting this boon, your Planeswalker levels are retroactively assumed to have granted full Base Attack Bonus, like a fighter. All future Planeswalker levels also grant full Base Attack Bonus. As an extra bonus, once per day you can invoke a Smite attack. This attack adds your Charisma modifier to your next attack roll and deals 2 additional points of damage per White Boon you've selected, including this one.

Heroic Resolve: You may now cast spells in Medium armor and while using Heavy shields with no chance of spell failure. Furthermore, you may "taunt" foes into attacking you. You gain Goad as a bonus feat (see Complete Adventurer or sidebar for details).

Swords to Plowshares: You can spend mana in order to weave white magic into a blast that makes a creature harmless but restores its life. As a standard action, you may designate a foe within 100' to make a will save (DC = 10+ amount of mana spent + spellcasting ability modifier). The creature is stunned for 1 round and suffers a penalty -4 penalty on attack rolls 1d6+1 rounds, but gains an equal amount of Fast Healing for as long as they have the attack penalty. A succesful save negates the stun and halves the duration.

Expert Boons:
Austere Command: You may spend one mana as a swift action to gain one of the following benefits:


Your next attack ignores hardness and damage reduction.
You and all allies that can see you gain a +2 Morale bonus to attack rolls for 5 rounds.
You are immune to Fear for 5 rounds.




Empryeal Armor: You gain the Mettle ability. In addition, after you roll a saving throw, you may spend 1 mana point to reroll that saving throw. You must use the new result, even if it is lower.

Pearl Medallion: You cast all White spells at +1 Caster Level, and you start each encounter with an additional Mana point.

Beacon of Immortality: Whenever you cast a Conjuration [Healing] spell, it is automatically affected as if you had used Empower Spell on it, but with no increase in spell level or casting time.

Master Boons:
Shelter: You gain a permanent “Sanctuary” effect. Until you act against a foe with a harmful action, they must make a Will save (DC 10+ 1/2 character level + spellcasting ability modifier) to directly attack you or cast a spell targeting you. They may still indirectly harm you (such as with an area attack), and a foe who successfully saves is immune to this effect for 24 hours.

Pulse of the Fields: You gain Fast Healing 2 for each White Boon you have selected, including this one.


Legend Boon:
Serra’s Embrace: You are elevated to angelic status. Your type is changed to Outsider. You gain Resistance to Acid, Cold, and Electricity 10 as well as Damage Reduction 10/Evil and Magic. You also sprout large, feathery wings that grant you a fly speed of 60' (good maneuverability).

Decree of Justice: By spending two mana, you may cast Gate 2/day as a spell-like ability with a caster level equal to your character level. When cast, it is considered a White spell


Spells: The following spells are considered "White" spells
- Any non-evil, non-Necromancy spell from the Cleric spell list
- Any spell from the Paladin spell list
- Abjuration spells from the Wizard/Sorcerer spell list

Blue Boons and Spell List:


"The mind: a great weapon and an even greater weakness." - Jace Beleren
Boons:
Novice:
Skills of the Sea: Upon selecting this boon, you add all of the Blue skills to your class skill list.

Thirst for Knowledge: You begin to train in the ways of the artificer. You gain the Trapfinding ability (as a Rogue), Scribe Scroll as a bonus feat, and a craft reserve of 50 that can be used in place of XP when creating magic items.

Eternal Dominion: Upon selecting this boon, you add a 1st level Blue spell to your list of spells known. Each time you gain a blue boon, you may learn a new Blue spell of the highest level you are capable of casting.

Dizzy Spell: When a foe is targeted by a Blue spell that you cast, whether the spell is successful or not, that enemy suffers a -1 penalty to AC for each Blue boon you have taken (including this one) for one round.

Raven Familiar: You gain the services of a Raven familiar, as a wizard of your level.

Journeyman:
Distortion Strike: You gain a number of Sudden Strike dice equal to the number of Blue boons you have taken (including this one).

Artificer’s Intuition: You become a more skilled artificer. You may take any Craft feat as a bonus feat as long as you meet the prerequisites. You gain a 100 point craft reserve (this overwrites a previous craft reserve). Finally, you may make Use Magic Device checks to emulate spells that you do not have while crafting magic items.

Jace's Erasure: When you use your Planeswalker's Will, you are invisible until the end of your next turn or until after you attack or cast a spell targeting one or more opposing creatures.

Mana Drain: You gain a +2 bonus on all dispel checks. In addition, if you successfully counter a spell, the opposing caster loses a prepared spell slot or spell at random.

Expert:
Cryptic Command: You may spend a mana point as a swift action to gain any of the following benefits:


Enemies within 30' have 25% spell failure for one round.
You and your allies cast all spells at +1 Caster Level for 5 rounds.
Your next succesful attack knocks the target back 10' and knocks them prone.




Sapphire Medallion: You cast all Blue spells at +1 Caster Level. You start each encounter with an additional Mana point.

Beacon of Tomorrows: All spells you cast from the Illusion school have their duration doubled as though they had been cast using the Extend Spell feat.

Stroke of Genius: You gain a number of skill points equal to twice your current Planeswalker level, which must be spent immediately. Your future Planeswalker levels grant an additional two skill points. In addition, when you would make a skill check you may spend a Mana point to "take 10" on that roll, even if you are hurried, distracted, or threatened.

Master:
Tinker: You become a master artificer. You gain the service of up to 10 HD worth of Hommonculi without spending any gold or XP. This may be split up as you wish (one 10HD homonculus, or ten 1 HD homonculi, etc). You gain the "Create Homonculus" ability as an artificier, but only the homonculi granted by this ability are free. Should they be destroyed, you must pay the cost as normal. Likewise, should you wish to create more homonculi or upgrade the one granted by this feat, you pay the costs as normal. You gain another craft feat that you qualify for as a bonus feat, and a craft reserve of 300.

Cloak of Mists: You gain a bonus on all saves versus spells or spell-like abilities equal to the number of Blue boons you have taken.

Legend:
Time Twister: Once per round, you may cast any spell you know of 3rd level or lower as a swift action, as though it had been prepared with the Quicken Spell feat, without any increase in casting time or spell level.

Time Walk: You may spend two mana points to cast Time Stop 2/day as a spell-like ability. It counts as a Blue spell when cast in this way.

Spells: The following are considered "Blue" spells
- Abjuration, Divination, Enchantment, Illusion, and Transmutation spells from the Wizard/Sorcerer spell list
- Any spell with the [Water] or [Air] descriptors.
- Any "Teleport" spell*

*A "Teleport" spell is any spell on this list:
- Benign Transposition
- Baleful Transposition
- Dimension Door
- Greater Dimension Door
- Teleport
- Greater Teleport

Other spells may qualify, at your DMs discretion


Black Boons and Spell List:

"Death is no excuse for disobedience." - Liliana Vess
Boons:

Novice
Skills of the Swamps: Upon selecting this boon, you add all of the Black skills to your class skill list.

Unholy Strength: You have DR X/bludgeoning, where X is the number of Black boons you possess (including this one)

Demonic Tutor: Upon selecting this boon, you may take any feat as a bonus feat. However, you suffer a permanent -1 to will saves. Unlike other boons, you may select this boon multiple times (the penalty is cumulative).

Zombie Master: You gain the ability to Rebuke undead, as a cleric of your level.

Neverending Torment: Upon selecting this boon, you add a 1st level Black spell to your list of spells known. Each time you gain a black boon, you may learn a new Black spell of the highest level you are capable of casting.

Journeyman:
Hatred: All of your attacks (including magical touch attacks) inflict an additional 1d6 damage for each Black boon you possess. However, each time you deal damage, you also take 1d6 points of damage.

Sorin's Vengeance: When you use your Planeswalker's Will ability, you also deal negative energy damage equal to your Planeswalker level to an adjacent enemy, then heal an amount equal to half the amount of damage dealt.

Raise Dead: You gain a skeletal servant. It is a normal Human Warrior skeleton, except as noted here. The skeleton has a number of Hit Dice equal to the planeswalker's class level. Add one-half the planeswalker's class level to the skeleton's natural armor bonus. Add one-third of the planeswalker's class level to the skeleton's Strength and Dexterity scores. if your skeleton should be destroyed, a ritual requiring 24 hours of meditation, an assembled skeleton, and 100 gold worth of materials can create a new one.

Cover of Darkness: Whenever one of your Black spells requires a saving throw, the victim must also make a will save (DC = 10+1/2 character level +spellcasting ability modifier) or be shaken for 1 minute.

Expert:
Curse of Misfortune: Whenever you cast a spell that requires one or more creatures to make a saving throw, you may spend a Mana point to make each affected creature roll that save twice and take the lower result.

Profane Command: You may spend a Mana point as a Swift action to gain one of the following benefits:


Each enemy within 30' suffers a -2 penalty to AC and all saving throws for 5 rounds.
You do not provoke Attacks of Opportunity for 5 rounds.
Your next attack deals an additional 1d6 Negative Energy damage, and you heal an amount equal to half the total damage dealt.




Jet Medallion: You cast all Black spells at +1 Caster Level. You start each encounter with an additional Mana point.

Beacon of Unrest: Whenever one of your spells creates undead (Animate Undead, Summon Undead), you create one additional undead of that type at no additional cost (you must have a dead body in the case of Animate Dead or a similar spell, but you create both undead with the materials, time, and spell slot of one).

Master:
Necropotence: When you cast a spell, you may take an amount of damage equal to the level of that spell times three. If you do, you regain that spell slot for the day.

Dark Ritual: You gain a number of bonus spell slots based on the number of Black Boons you possess. For instance, if you possess 5 Black Boons, you may gain a bonus 5th level spell, or a bonus 2nd and 3rd level spell, or five bonus 1st level spells. You may redistribute this bonus each morning, when you regain your spells for the day.

Legend:
Lich: Your type becomes Undead. You lose your constitution score. All of your HD are retroactively turned into D12 hit die, and you gain bonus hitpoints based on your charisma modifier instead of your (now non-existant) constitution modifier. You also add your charisma modifer to all constitution checks and constitution-based skills. You have +4 Turn Resistance, and receive a +2 bonus to Strength and Intelligence. Finally, you receive a +2 bonus on all checks to Rebuke or Command undead.

Damnation: You may spend two mana points to cast Sphere of Ultimate Destruction 2/day as a spell-like ability with a caster level equal to your character level. It counts as a Black Spell when cast.

Spells: The following are considered "Black" spells:
- Any non-good, non-Healing spell from the Cleric spell list
- Any spell from the Assassin spell list
- Necromancy spells from the Wizard/Sorcerer spell list


Red Boons and Spell List:

"Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard
Red Boons:
RED BOONS

Novice Boons:
Reckless Rage: You gain the ability to fly into a rage 1/day, as the Barbarian ability.

Cave Sense: You get a +1 bonus on Reflex saves for each Red boon you have, including this one.

Sizzle: You gain Fiery Burst (see Complete Mage or sidebar for details) and Spell Focus: Evocation as bonus feats, even if you do not meet the prerequisites.

Skills of the Mountains: Upon selecting this boon, you add all of the Red skills to your class skill list.

Undying Flames: Upon selecting this boon, you add a 1st level Red spell to your list of spells known. Each time you gain a red boon, you may learn a new red spell of the highest level you are capable of casting.

Journeyman:
Bedlam: You have Skirmish +Xd6/+X (See Sidebar), where X is equal to the number of Red Boons you have (including this one).

Chandra's Fury: Whenever you use your Planeswalker's Will ability, you explode with Fire, dealing 2d8+1/2 character level fire damage to all adjacent creatures before you teleport away (Reflex Save DC 13 + primary spellcasting modifier for half) and can designate one adjacent character that fails their save to be lit on fire, taking additional Fire damage equal to your level and 1d6 Fire damage per round for 1 minute or until they spend a standard action to put out the fire.

Pyromatics: You gain Evasion (as the Rogue ability) and Resist Fire 10.

Rite of Flame: Whenever you cast a Red spell, you may sacrifice a second spell slot of any level as part of that action. If you do, you increase the spell's effective level and your caster level while casting it by an amount equal to the spell level. For example Chandra, a 7th level Planeswalker, casts Fireball. She invokes her Rite of Flame, losing a 2nd level spell slot as she casts Fireball. The Fireball she is casting is treated as though it were a 5th level spell, and Chandra's CL is treated as 9 (so it inflicts 9d6 damage with a save DC of 15+primary casting attribute, instead of 7d6 with a save of 13+primary casting stat). Fireball.

Expert:
Beacon of Destruction: Any spell you cast with the [Fire] descriptor is automatically affected as though by the Empower Spell feat, with no increase in spell level or casting time.

Incendiary Command: You may spend a Mana point as a swift action to gain one of the following benefits:


You and all allies within 30' have their weapons erupt in flames, dealing an additional 1d6 Fire damage for 5 rounds.
Your movement speed cannot be reduced for 5 rounds.
Your next attack inflicts an additional 2d12 Electricity damage.




Ruby Medallion: You cast all Red spells at +1 Caster Level. You start each encounter with an additional Mana point.

Wheel of Fortune: Once per round as a swift action, you may spend 1 mana point to roll a d6 and gain a benefit based on the result:

1 - +2 bonus to attack and damage rolls until the end of your next turn.
2 - +2 bonus to AC until the end of your next turn.
3 - Cast a spell you know of 2nd level or less as a free action (assuming you have spell slots or Mana points remaining to do so).
4 - Add two Mana points to your Mana Pool.
5 - Teleport 30'.
6 - Deal fire damage equal to your level to an enemy within 30'.

Master:
Fervor: You may act as if under the effects of a Haste spell for 10 rounds/day. This ability is activated and deactivated as a free action, and the rounds need not be consecutive.

Volcanic Strength: Whenever you deal damage with an attack, spell, or ability you deal an additional 2 damage for each Red boon you have, including this one.

Legend:
Comet Storm: You may spend two mana points to cast Meteor Swarm 2/day, as a spell-like ability. It is treated as a Red spell.

Form of the Dragon: Upon taking this boon, you take on a Draconic visage. You sprout draconic wings enabling you to fly at a speed equal to your normal movement speed with average maneuverability. You also gain a breath weapon which can be used every 1d4 rounds and inflicts 5d6 fire damage in a 30' cone (Reflex for half). The save DC is based on 16+your primary casting attribute.


Spells: The following are considered Red spells:
- Spells taken from the Bard spell list
- Evocation, Conjuration, and Transmutation spells from the Wizard/Sorcerer spell list
- Any spell with the [Fire], [Cold], [Electricity], [Earth], or [Sonic] descriptor


Green Boons and Spell List:

"Words lie. People lie. The land tells the truth." - Garruk Wildspeaker
Green Boons:

Novice Boons:
Skills of the Forest: Upon selecting this boon, you add all of the Green skills to your class skill list.

Animal Magnetism: You gain the Wild Empathy ability, as a druid.

Endless Swarm: Upon selecting this boon, you add a 1st level Green spell to your list of spells known. Each time you gain a Green boon, you may learn a new Green spell of the highest level you are capable of casting.

Gift of the Woods: You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one.

Overrun: You gain Augment Summoning and Spell Focus: Conjuration as bonus feats, even if you don't meet the prerequisites.

Journeyman Boons:

Bounty of the Hunt: Upon selecting this boon, you gain a Favored Enemy (as the ranger ability). Each time you select a new green boon, you may choose an additional favored enemy and increase your bonus to a favored enemy by +2.

Garruk's Horde: When you use the "Fortify Life" or "Search for Answers" options for your Planeswalker's Will ability, up to two adjacent allies also gain the benefit.

Predatory Focus: Upon selecting this boon, your Planeswalker levels are retroactively assumed to have granted full Base Attack Bonus, like a fighter. All future Planeswalker levels also grant full Base Attack Bonus. As an additonal bonus, you get a +2 bonus to attack and damage on all attacks of opportunity.

Wild Pair: You gain an animal companion, as a druid of your level -3.

Expert Boons:

Beacon of Infestation: The duration of any summoned creature under your control is doubled, as if by the Extend Spell feat, with no change in spell level or casting time.

Berserk: Once per round as a swift action, you may spend a Mana point to grant yourself or an ally within 30' a bonus on their next attack and damage roll equal to your primary spellcasting modifier.

Emerald Medallion: You cast all Green spells at +1 Caster Level. You start each encounter with an additional Mana point.

Primal Command: You may spend a Mana point as a Swift action to gain one of the following benefits:


You and all allies within 30' gain Fast Healing 5 as long as you are below 50% hitpoints for 5 rounds.
You are immune to [Death] effects for 1 round.
Your next attack inflicts additional damage equal to your level and allows you to make a Disarm or Sunder attempt as a free action afterward.


Master:
Giant Growth: You may give yourself the effects of Enlarge Person as a free action for up to 10 rounds per day. These rounds need not be consecutive. In addition, you gain an inherent +1 bonus to Strength for each Green boon you have, including this one, at all times.

Beastmaster Ascension: You gain the ability to Wildshape, as a druid of your level, up to 2/day. You may only take the form of small to large sized animals, however.

Legend:
Might of Oaks: Upon selecting this boon, your skin hardens and becomes more plantlike. You gain a +3 natural armor bonus and 25% fortification against critical hits. In addition, the first "Summon" spell of 3rd level or lower you cast each round is cast as a swift action instead of a full round.

Epic Proportions: You gain the ability to cast Shapechange 2/day as a spell-like ability.

Spells: The following are considered "Green" spells:
- Any non-[Fire] spell from the Druid spell list.
- Any spell from the Ranger spell list.
- Any non-[Fire] Conjuration spell from the Wizard/Sorcerer spell list.

Hawk7915
2011-03-05, 04:05 PM
Planeswalker Feats


Arcane Spark
Prerequisite: Walk the Planes ability
Benefit: At the start of an encounter, you may sacrifice a daily use of your "Walk the Planes" ability to add 1 mana to your mana pool.

Empowering Mana
Prerequisite: Mana Pool ability
Benefit: As long as you have 1 mana in your mana pool, you get a +1 bonus to all attack rolls.

Extra Boon
Prerequisite: Planeswalker 3rd level
Benefit: You may select an additional boon for which you meet the prerequisites.

Heroic Spark
Prerequisite: Walk the Planes ability
Benefit: As a free action, you may sacrifice a daily use of your Walk the Planes ability in order to reroll a die that has just been rolled. You must take the new result, even if it is lower.

Life Spark
Prerequisite: Walk the Planes ability
Benefit: As an immediate action, you may sacrifice a daily use of your Walk the Planes ability to heal yourself for 1d10+1/2 character level hitpoints. This ability may be used even if you have recently been dealt lethal damage.

Mana-fueled Strike
Prerequisite: Empowering Mana feat
Benefit:: When you hit with an attack, you may spend any amount of mana to deal an additional 1d6 damage for each mana spent.

Mana Savant
Prerequisite: Mana Pool ability
Benefit: You may apply metamagic to your spells without increasing the cast time as long as you are spending at least 1 mana to cast them.

Plane Jumper
Prerequisite: Two Boons
Benefit: You may use your Walk the Planes ability an additional time per day.
Special: You may take this feat multiple times. Its effects stack.

War Spark
Prerequisite: Walk the Planes ability
Benefit: As a swift action, you may sacrifice a use of your Walk the Planes ability to gain a +2 moral bonus on attack and weapon damage rolls for 1 minute.

Martial Adept Boons, as submitted by The-Mage-King

Novice

White
Student of Warfare
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Blue
Jeskai Student
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon). This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Black
Cabal Trainee
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Red
Soldier of Fortune
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Green
Norwood Warrior
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Iron Heart, Stone Dragon, and Tiger Claw. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Journeyman Boons

White
Abzan Battle PriestWhen you take this boon, increase your Initiator level by one. You learn any 2 maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. You gain a pool of readied maneuvers equal to the number of White Boons you have taken, and may ready any maneuver you know from White boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.


Blue
Mystic of the Hidden Way
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon- if you have taken Ceta Disciple, you must choose the same school you chose for the purposes of that boon for this one). You gain a pool of readied maneuvers equal to the number of Blue Boons you have taken, and may ready any maneuver you know from Blue boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Black
Royal Assassin
When you take this boon, increase your Initiator level by one. You learn any 2 maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Black Boons you have taken, and may ready any maneuver you know from Black boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Red
Nova Chaser
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Red Boons you have taken, and may ready any maneuver you know from Red boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Green
Bear's Companion
When you take this boon, increase your Initiator level by one. You learn any 2 maneuvers that you meet the prerequisites for from any of the following disciplines: Iron Hear, Tiger Claw, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Green Boons you have taken, and may ready any maneuver you know from Green boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Epic Planeswalker Progression




Level
Class Features


21st
Planeswalker's Will 5/day


22nd
Boon, Mythic Boons


23rd
Walk the Planes 6/day


24th
Bonus Feat


25th
Emergency Walk 4/day, Boon


26th
Walk the Planes 7/day


27th
Planeswalker's Will 6/day


28th
Boon, Bonus Feat


29th
Walk the Planes 8/day


30th
Emergency Walk 5/day



HD: d8

Skills: 6+int/level

Spells: The planeswalker's caster level is equal to his or her class level. The epic planeswalker does not gain additional spells per day or spells known unless they select a boon or feat that grants them.

Emergency Walk, Planeswalker's Will, Walk the Planes: The epic planeswalker gains additional uses of these abilities per day, as indicated on the table.

Boons: The epic planeswalker continues to gain new boons at each indicated level. At 22nd level, they may select a "Mythic" boon, assuming they meet the normal prerequisites.

Mythic Boons:

All Colors:
Black Lotus: You begin each encounter with an additional three Mana points.

Perhaps you've met my cohort?: Once per day as a full-round action, you may summon a planeswalker cohort to aid you. This cohort is a 20th level planeswalker who's alignment is within one step of yours. This planeswalker serves you faithfully for 1 hour before vanishing.

White:
Oath of Lieges: You gain two 7th-level spell slots and one 8th-level spell slots. You gain bonus 7th and 8th level spells for having a high primary casting attribute as usual. You also learn two new white spells.

Transcendence: All your ability scores below 20 are raised to 20, and you gain a +20 inherent bonus to hitpoints.

Blue:
Mind's Desire: Once per day you may cast any spell in existence of 9th level or lower, even if you do not know that spell or would not normally have access to it.

Oath of Scholars: You gain two 7th-level spell slots and one 8th-level spell slots. You gain bonus 7th and 8th level spells for having a high primary casting attribute as usual. You also learn two new blue spells.

Black:
Mind Twist: Your very touch wrecks opponent's sanity. You gain access to a touch attack. This touch attack strips away 5 spell slots or prepared spells from the victim (starting with the highest level ones), and they must make a fortitude save (DC 20+primary spellcasting modifier) or be Shaken and suffer 50% spellcasting failure for 1 minute per level.

Oath of Ghouls: You gain two 7th-level spell slots and one 8th-level spell slots. You gain bonus 7th and 8th level spells for having a high primary casting attribute as usual. You also learn two new black spells.

Red:
Gratuitous Violence: All damage you deal is doubled.

Oath of Mages: You gain two 7th-level spell slots and one 8th-level spell slots. You gain bonus 7th and 8th level spells for having a high primary casting attribute as usual. You also learn two new red spells.

Green:
Oath of Druids: You gain two 7th-level spell slots and one 8th-level spell slots. You gain bonus 7th and 8th level spells for having a high primary casting attribute as usual. You also learn two new green spells.

Survival of the Fittest: You share a link with your summoned allies and animal companion. Whenever you are dealt damage, you may redirect up to half that damage to a summoned creature under your control or your companion. Likewise, when damage is dealt to them
Bonus Feats: The epic planeswalker gains a bonus epic feat every 4th level. They may select from the following list of epic feats:
Armor Skin, Energy Resistance, Epic Endurance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Toughness, Great Charisma, Great Intelligence, Great Wisdom, Improved Metamagic, Polyglot, Master Staff, Master Wand, Spell Knowledge, Superior Initiative

TheGeckoKing
2011-03-05, 06:15 PM
This looks awesomesauce, actually.
At 19th level I think it should be Boon (Legend), not Boon (Master).
Lastly, an offering for the Black spell list - I think I found a Damnation stand-in. (http://sites.google.com/site/shockfrosted/Home/dnd/spells#TOC-Sphere-of-Ultimate-Destruction)

Hawk7915
2011-03-05, 07:44 PM
This looks awesomesauce, actually.
At 19th level I think it should be Boon (Legend), not Boon (Master).
Lastly, an offering for the Black spell list - I think I found a Damnation stand-in. (http://sites.google.com/site/shockfrosted/Home/dnd/spells#TOC-Sphere-of-Ultimate-Destruction)

Thank you :smallsmile:. You're right on the boon; that's fixed.

I'll keep Sphere in mind although I'm a bit leery of putting any 9s on any color spell list. If I do (or if I add a "ultimate spell" 1/day at 20th as a Capstone) black will probably get the Sphere. As a bonus note, I have all the Boons scribbled out and just need to template them, but I haven't hit the spell lists as hard yet. If anyone has any advice, please post it!

TheGeckoKing
2011-03-05, 07:51 PM
Well, my only advice is stick to what the colors are typically about;

White - You've got that down
Blue - You've probably got that down, but make sure there's some mind control/heavy enchantment/knowledge themed (Think Scholar's Touch)
Black - Necromancy/Debuffing
Green - Buff/Summoning
Red - BURRRRRRRRRRRN!!!!!!!!!!

But you knew that, so i'm just being pedantic. :smallsigh:

Other than that, you might want to specfy in Blue's Tinkerer about what happens when the Hommunculus/Hommonculi kick the bucket.

In short, keep up the good work.

Southern Cross
2011-03-06, 05:09 AM
So yet another Charisma-based arcane class? The Planeswalker class appears to be the opposite of Paizo's Summoner class in that it sends the character to other planes of existence, instead of summoning creatures.
One thing I've noted is the very limited number of spells known. Since its stated in the text that the Planeswalker needs to learn two spells of the same color to learn a higher level spell,most Planeswalkers will only have access to two colors at best. Was this intentional?

Hawk7915
2011-03-07, 01:40 PM
Well, my only advice is stick to what the colors are typically about;

White - You've got that down
Blue - You've probably got that down, but make sure there's some mind control/heavy enchantment/knowledge themed (Think Scholar's Touch)
Black - Necromancy/Debuffing
Green - Buff/Summoning
Red - BURRRRRRRRRRRN!!!!!!!!!!

But you knew that, so i'm just being pedantic. :smallsigh:

Other than that, you might want to specfy in Blue's Tinkerer about what happens when the Hommunculus/Hommonculi kick the bucket.

In short, keep up the good work.

Thanks, will do :smallsmile:. That was my general idea. Most schools don't map on well but my rough sketch is...

WHITE: White gets to heal. Lame, I know. Anything that provides a boost to attack, AC, or saves tended to get tossed into white as well. To give them a bit more versatility, banishment effects got lumped into white due to the inspiration of cards (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220586) like (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=34479) this (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220511).

BLUE: The Dispel/spell-busting abjurations, illusions, mind-controlling enchantments, divinations, and MAYBE (I'm really torn) Teleports and a few transmutation effects (probably just Alter Self and Baleful Polymorph due to power level concerns). Basically they'll look a lot like a modified Beguiler's list.

BLACK: If it's a necromancy effect, it's black. Black will get some enchantment/transmutation effects of the ability damage variety (Touch of Idiocy, Ray of Clumsiness), as well as some Undead/Demon summoning and the occasional damage spell.

RED: If there's a halfway decent spell that does fire or electric damage (and occasionally sonic or cold damage), Red gets it. To make sure they're not a one-trick pony, Red also gets a smattering of trickster spells from Illusion, Confusion/Rage effects from Enchantment, and anything that boosts speed (including Haste).

GREEN: Will look an awful lot like a druid's list without the blasting: lots of battlefield control, summoning, and buffing with some delayed healing progression to boot.

This will clearly make Blue and Green the "best" colors, so I was hoping the Boons would be more balanced so we at least saw some intriguing "multicolor" 'walkers. What do you guys think?


So yet another Charisma-based arcane class? The Planeswalker class appears to be the opposite of Paizo's Summoner class in that it sends the character to other planes of existence,instead of summoning creatures.
One thing I've noted is the very limited number of spells known. Since its stated in the text that the Planeswalker needs to learn two spells of the same color to learn a higher level spell,most Planeswalkers will only have access to two colors at best. Was this intentional?

Originally the planeswalker got to designate which mental stat governed their casting. The idea appealed to me but was dropped for simplicity's sake, but I could be persuaded to bring the idea back.

The color restriction on spells known was intentional. While I wanted this class to offer way more freedom than some other adaptations I've seen, I also wanted players to have to make a clear and serious choice between the colors and didn't get to just have access to the entire game's spell list. I was hoping that making the color restrictions of each thing separate (ie you can learn Black and Blue spells while focusing on White boons with a Red skill list) would be enough freedom.

I'm not sure I'd give the 'walker too many more spells known (they are based off bardic casting); the "guide" to them might strongly suggest "Extra Spell" as an important feat for characters wanting to have more breadth in their spellcasting. What I might be convinced to do is...

- Say that when learning a spell of a high level, they may always instead learn a lower level spell. Like boons, you can start sacrificing your ability to get 6th levels in more than one color (or any color) in order to gain 5th levels from 3 colors.

- Implement a "swap spells" like every other spontaneous caster in the game, allowing planeswalkers who've learned high level magic in one color to start branching into other colors at higher levels.

Thoughts?

Hawk7915
2011-03-13, 04:00 PM
Busy week of school has been busy, but Black boons and Blue spells are up! I also put up my notes on the other boons, although they need a loooot of formatting.

DMBlackhart
2011-03-13, 06:38 PM
Not a lot to comment about right now, or rather I have not read it well enough to make a real appropriate comment. I will be sure to read and re-read it soon though. But for now, just want to give a big ol' thumbs up, I approve of this idea. (and it blows my own planeswalker - class adaption out of the water, bravo).

Vauron
2011-03-13, 06:45 PM
Why does Skills of the Swamps give Blue skills, and not Black skills?

Hawk7915
2011-03-13, 06:53 PM
Why does Skills of the Swamps give Blue skills, and not Black skills?

Because copy-pasting to save ten seconds of typing is NOT your friend :smalltongue:. Fixed.

Darth Stabber
2011-03-13, 07:41 PM
Love it, your my new best friend, call me every 10 minutes. Suggestions follow.

Casting stat should probably be dependant on color involved. White and green should cast on wis, red is cha, blue is int, and black could go cha or int. It fits flavorfully, and could add an interesting angle to the class.

Boon save dcs are useful at the level you get them, but quickly become crap. Something like 10+relevant ability mod+1/2 lvl is pretty standard for most class abilities that give saves. Maybe reduce to 1/3lvl if you want them weaker.

While not so often in recent years, red has also had cold type stuff in it's color pie. Other non-burn for the red caster: Haste(representing haste of course, and first/double strike), Daze effects (target creature can't block this turn), damage increasing buffs (target creature gets +x/+0), and maybe some luck related stuff (since redc has most of the coin flipping).

Benly
2011-03-13, 07:56 PM
Casting stat should probably be dependant on color involved. White and green should cast on wis, red is cha, blue is int, and black could go cha or int. It fits flavorfully, and could add an interesting angle to the class.


Only if a given character always has a single casting stat determined by his initial color allegiance. A single character with multiple casting stats is a terrible idea and a huge nerf.

DMBlackhart
2011-03-13, 08:19 PM
Correct me if I am wrong, but all the spells on the list are (obviously) copied from existing spells. (at least to my knowledge). I also notice the lack of 0-level spells. Not a huge issue, but it did bring an idea to mind. You can take it or leave it as you see fit of course. But if you incorporated 0-level spells from all sources (and possibly all classes? I dunno on that one) as an at-will thing, I don't see it being too broken (if I am wrong, correct me). This could at least give the planeswalker more of their "Constantly spellslinging" feel.

Tacitus
2011-03-13, 08:26 PM
I'd support the at-will cantrips idea, possible with Cure and Inflict replaced with Stabilize and Bleed (or whatever Pathfinder calls them). If Pathfinder thinks at-will cantrips from level 1 isn't broken, it probably isn't. Plus, some of my favorite spells are cantrips. XD

DMBlackhart
2011-03-13, 08:31 PM
Well it is not the cantrips so much that seem to be broken, at least from my experience, but rather the way they are used. But to be fair, take away ALL magic, and a clever PC will still ruin everything if they want to.

Darth Stabber
2011-03-14, 01:32 PM
It's true, prestidigitation is wish for creative people. The things that I can do by RAW with mage hand would make your head spin.

DMBlackhart
2011-03-14, 03:10 PM
It's true, prestidigitation is wish for creative people. The things that I can do by RAW with mage hand would make your head spin.

I'm a lich, strong winds make my head spin! :smalltongue:

Southern Cross
2011-03-14, 07:08 PM
Here's an idea for a Novice Boon:
Mastery of a Color: You gain an extra spell known of your first color. For every Boon you have of the same color,you gain an extra known spell of the next higher level; i.e. an extra 2nd-level spell known at 4th level,an extra 3rd-level spell known at 7th-level etc.

Hawk7915
2011-03-15, 12:20 AM
Feedback! I love feedback.

Love it, your my new best friend, call me every 10 minutes. Suggestions follow.

Casting stat should probably be dependant on color involved. White and green should cast on wis, red is cha, blue is int, and black could go cha or int. It fits flavorfully, and could add an interesting angle to the class.

Boon save dcs are useful at the level you get them, but quickly become crap. Something like 10+relevant ability mod+1/2 lvl is pretty standard for most class abilities that give saves. Maybe reduce to 1/3lvl if you want them weaker.

While not so often in recent years, red has also had cold type stuff in it's color pie. Other non-burn for the red caster: Haste(representing haste of course, and first/double strike), Daze effects (target creature can't block this turn), damage increasing buffs (target creature gets +x/+0), and maybe some luck related stuff (since redc has most of the coin flipping).

Thank you very much :smallredface:. It seems to me that the desire for more casting stat freedom is pretty high; I'll be going back to the "choose Charisma, Int, or Wis; this choice is permanent at 1st level" from my original pass. Also I'll consider modding the save DCs on the boons and SLAs :smallsmile:.


Correct me if I am wrong, but all the spells on the list are (obviously) copied from existing spells. (at least to my knowledge). I also notice the lack of 0-level spells. Not a huge issue, but it did bring an idea to mind. You can take it or leave it as you see fit of course. But if you incorporated 0-level spells from all sources (and possibly all classes? I dunno on that one) as an at-will thing, I don't see it being too broken (if I am wrong, correct me). This could at least give the planeswalker more of their "Constantly spellslinging" feel.

You are very much correct. I'm lazy like that :smallwink:. I like my current, Duskblade-esque cantrips (3+casting stat mod/day), but I'll consider expanding the list, potentially just to "All 0 level spells in all source books forever" rather than just Detect Magic, Cure Minor Wounds, Read Magic, and Mage Hand.


Here's an idea for a Novice Boon:
Mastery of a Color: You gain an extra spell known of your first color. For every Boon you have of the same color,you gain an extra known spell of the next higher level; i.e. an extra 2nd-level spell known at 4th level,an extra 3rd-level spell known at 7th-level etc.


I love this and I already know what I'll call the line (Enduring Ideal, Eternal Dominion, Neverending Torment, Eternal Swarm, and Undying Flame). Should I just throw it in, or should I replace the skills one since it's largely uninteresting?
===========
Two personal things:

1: Black spells are up!

2: I'm considering a second legend boon, some sort of "Legend Spell" that grants an 8th or 9th level spell appropriate to that color as an SLA 1/day (Mass Heal/Gate, Time Stop/Disjunction, Gate/Sphere of Destruction, Meteor Swarm/Shapechange, Shapechange/Storm of Vengeance/Summon Elemental Monolith). Thoughts on this?

Southern Cross
2011-03-15, 04:32 PM
I'd say add it in. Otherwise only the Blue Planeswalkers will get Use Magic Device as a class skill.
I also like the idea of a second Legend boon. Not only does it increase customization at higher levels, but it gives Planeswalkers limited access to 8 & 9th level spells.

blackmage
2011-03-16, 01:28 PM
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

Necropotence gives you unlimited spells per day, by virtue of Cure Light Wounds costing 3HP to cast and restoring 1d8+5 HP per casting. So, you easily (boon and a 1st-level white spell) have infinite health, which this boon immediately converts to infinite spells. Or you could use a wand or something, point being the drawback is very easily overcome. Heck, even without healing, it only costs 18 HP to get a free 6th-level spell, and at level 13 (when you first get this) you will have 62 HP with average rolls and 10 Con, so 3 free max-level spells at least.

The flavor is spot-on however, trading your life force for magical power. So, there are two ideas i have for balancing this.
1) Increase the damage to 5, 8, or 10 HP/spell level. 5 isn't a big jump, and is still easily healed, but 8 isn't shrugged off so easily, and 10 makes it dangerous to use on high-level spells.
2) Have limited uses per day, perhaps 1/2 class level.

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).

BladeofOblivion
2011-03-17, 10:38 AM
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

Necropotence gives you unlimited spells per day, by virtue of Cure Light Wounds costing 3HP to cast and restoring 1d8+5 HP per casting. So, you easily (boon and a 1st-level white spell) have infinite health, which this boon immediately converts to infinite spells. Or you could use a wand or something, point being the drawback is very easily overcome. Heck, even without healing, it only costs 18 HP to get a free 6th-level spell, and at level 13 (when you first get this) you will have 62 HP with average rolls and 10 Con, so 3 free max-level spells at least.

The flavor is spot-on however, trading your life force for magical power. So, there are two ideas i have for balancing this.
1) Increase the damage to 5, 8, or 10 HP/spell level. 5 isn't a big jump, and is still easily healed, but 8 isn't shrugged off so easily, and 10 makes it dangerous to use on high-level spells.
2) Have limited uses per day, perhaps 1/2 class level.

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).

It's surprising that Necropotence is overpowered?

Heck, without a delay, It's essentially Yawgmoth's Bargain instead.

Heck, is it surprising that Black/White is overpowered? It represents the game so well!

That said, this should probably be fixed for the sake of balance.

Benly
2011-03-17, 02:54 PM
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

Necropotence gives you unlimited spells per day, by virtue of Cure Light Wounds costing 3HP to cast and restoring 1d8+5 HP per casting. So, you easily (boon and a 1st-level white spell) have infinite health, which this boon immediately converts to infinite spells. Or you could use a wand or something, point being the drawback is very easily overcome. Heck, even without healing, it only costs 18 HP to get a free 6th-level spell, and at level 13 (when you first get this) you will have 62 HP with average rolls and 10 Con, so 3 free max-level spells at least.

The flavor is spot-on however, trading your life force for magical power. So, there are two ideas i have for balancing this.
1) Increase the damage to 5, 8, or 10 HP/spell level. 5 isn't a big jump, and is still easily healed, but 8 isn't shrugged off so easily, and 10 makes it dangerous to use on high-level spells.
2) Have limited uses per day, perhaps 1/2 class level.

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).

An alternate option would be to limit what level of spells you can use it on based on your class level. At level 13, unlimited first- or second-level spells isn't a big deal, and unlimited third-level spells is still only a mildly big deal. By the time you hit 20, unlimited sixth-level spells is still piddles compared to what the real casters are pulling off.

Hawk7915
2011-03-20, 02:34 PM
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

Necropotence gives you unlimited spells per day, by virtue of Cure Light Wounds costing 3HP to cast and restoring 1d8+5 HP per casting. So, you easily (boon and a 1st-level white spell) have infinite health, which this boon immediately converts to infinite spells. Or you could use a wand or something, point being the drawback is very easily overcome. Heck, even without healing, it only costs 18 HP to get a free 6th-level spell, and at level 13 (when you first get this) you will have 62 HP with average rolls and 10 Con, so 3 free max-level spells at least.

The flavor is spot-on however, trading your life force for magical power. So, there are two ideas i have for balancing this.
1) Increase the damage to 5, 8, or 10 HP/spell level. 5 isn't a big jump, and is still easily healed, but 8 isn't shrugged off so easily, and 10 makes it dangerous to use on high-level spells.
2) Have limited uses per day, perhaps 1/2 class level.

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).

Thanks for the feedback! I think you are most likely correct on Necropotence (no big shock, eh? :smalltongue:). One thing I'm going to immediately do is make it so that it can only recover black spells: at least that way the "infinite battery" can't be fueled by the 'walker alone by using Necropotence to recover Cure Light Wounds or Lesser Vigor for less than the cost of the spell.

I think I'm also going to go with raising the damage to 10 for now. The 'walker is a d8 HD class that is also very SAD, so they should be able to take it. Sound good?

Midterms were a killer, but hopefully this class will be 100% finished in the next day or so. One thing I worry about is white's "ultra-spell": Gate as their 2nd Legend Boon. It seems way, way too strong...but giving them Summon Monster IX or Heavenly Host instead seems awfully weak. I'm okay with white being a bit stronger just because I think it's the weakest color (spell and boon-wise) otherwise, but is Gate too much? Any good alternatives you guys can suggest? And any good suggestions for green? Right now it's ultra spell is probably going to be Shambler, Shapechange, or Greater Whirlwind but I'm open to ideas :smallsmile:.

Fable Wright
2011-03-21, 02:50 PM
Blood Knight: You have full Base Attack Bonus and gain bonus damage each time you land a critical hit.

This... would probably be better on Green, given that they are the most melee-centric planeswalkers. Seriously, just look at Garruk- only green mana, and he has potent melee prowess. And Ajani Vengeant, while having a red mana cost, in the books, he has a connection to green mana. I would seriously consider giving green this power...

ZaneLaCoix
2011-03-21, 10:12 PM
I love this class!

But I found something that doesn't add up...


Walk the Planes (Su): A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. <snip> with a maximum of 4/day at level 16.
And on the table you have it going up to 5/day at level 20. I'll let you figure out which one is right.

Also, for spell lists, think it might be easy to consolidate each separate school of thought and magic (psionic, druidic, clerical, arcane, etc. but mostly the schools of transmutation, evocation, destruction and the like) into different pieces of the color pie, rather than trying to compile a list of names? That way no two 'walkers of even the same color would be of the same (See Jace and Tezzeret, or Liliana and Sorin)

Southern Cross
2011-03-22, 02:27 PM
I suggest that if you're using Gate as the optional Legend Boon for White Planeswalkers,then you nerf it in some way. At the very least, the type of creatures summoned should be dependent on alignment-good Planeswalkers shouldn't be able to Gate in evil outsiders,and vice versa.

Hawk7915
2011-05-04, 03:45 PM
After a month of tests, papers, and endless presentations, I'm back to finish what I started :smallsmile:.
=================

This... would probably be better on Green, given that they are the most melee-centric planeswalkers. Seriously, just look at Garruk- only green mana, and he has potent melee prowess. And Ajani Vengeant, while having a red mana cost, in the books, he has a connection to green mana. I would seriously consider giving green this power...

After some thought, I agree. While there could be a barbarian planeswalker, currently we've seen spellcasters from red (Jaya, Chandra, Koth) and fighters from green and white (Ajani, Elspeth, Gideon, Garruk). I'll make the switch I think. It's low-enough hanging fruit that most red "fighter" types can still access it via Green anyways.


Also, for spell lists, think it might be easy to consolidate each separate school of thought and magic (psionic, druidic, clerical, arcane, etc. but mostly the schools of transmutation, evocation, destruction and the like) into different pieces of the color pie, rather than trying to compile a list of names? That way no two 'walkers of even the same color would be of the same (See Jace and Tezzeret, or Liliana and Sorin)

Thanks for the feedback :smallbiggrin: (I'm not sure you'll see this, but thanks nonetheless). This is something I'm strongly considering because it's just good for my sanity...how does this look as a tentative list?

Spell lists: Planeswalkers pull from a vast array of magical backgrounds, giving them untold flexibility in terms of spellcasting prowess. Certain sources of spellcasting are considered aligned with a color, and dictate spells known in the way indicated in the original table. If a spell appears on more than one list (for example, Invisibility is accessible to Black, Blue, and Red mages) the player must declare which "color" the spell is aligned with when it is learned.

WHITE: Spells from the Cleric spell list and Paladin spell list, as well as all Abjuration spells from the Wizard/Sorcerer spell list, are considered to be "white" spells.

BLUE: Abjuration, Divination, Enchantment, Illusion, and Transmutation spells from the Wizard/Sorcerer spell list, as well as all Teleportation effects, are considered to be "blue" spells.

BLACK: Spells from the Cleric spell list and Assassin spell list, as well as Necromancy spells from the Wizard/Sorcerer spell list, are considered to be "black" spells.

RED: Spells from the Bard spell list, as well as Conjuration, Evocation, and Transmutation spells from the Wizard/Sorcerer spell list, are considered to be red spells. Any spell with the [Fire], [Electric], [Sonic], or [Cold]

GeekGirl
2011-05-04, 04:01 PM
I really like it from what I've seen, I only have one question (not even an important one) Why did you pick Jaya Ballard over Chandra Nalaar for the red planeswalker? Not that its a big issue, I was just curious.

BladeofOblivion
2011-05-04, 04:55 PM
Thanks for the feedback :smallbiggrin: (I'm not sure you'll see this, but thanks nonetheless). This is something I'm strongly considering because it's just good for my sanity...how does this look as a tentative list?

Spell lists: Planeswalkers pull from a vast array of magical backgrounds, giving them untold flexibility in terms of spellcasting prowess. Certain sources of spellcasting are considered aligned with a color, and dictate spells known in the way indicated in the original table. If a spell appears on more than one list (for example, Invisibility is accessible to Black, Blue, and Red mages) the player must declare which "color" the spell is aligned with when it is learned.

WHITE: Spells from the Cleric spell list and Paladin spell list, as well as all Abjuration spells from the Wizard/Sorcerer spell list, are considered to be "white" spells.

BLUE: Abjuration, Divination, Enchantment, Illusion, and Transmutation spells from the Wizard/Sorcerer spell list, as well as all Teleportation effects, are considered to be "blue" spells.

BLACK: Spells from the Cleric spell list and Assassin spell list, as well as Necromancy spells from the Wizard/Sorcerer spell list, are considered to be "black" spells.

RED: Spells from the Bard spell list, as well as Conjuration, Evocation, and Transmutation spells from the Wizard/Sorcerer spell list, are considered to be red spells. Any spell with the [Fire], [Electric], [Sonic], or [Cold]

This works pretty well, but you might want to be more specific on a few of them. For example, under these classifications, Blasphemy is a White Spell. And Holy Word is a black spell. And Death Ward, something that sounds more like White, is a Black Spell that White does not have. Still, I can understand concessions like that for the sake of sanity.

Hawk7915
2011-05-04, 06:17 PM
Done! I'll be adding some planeswalker-centric ACFs, feats, items, and sample characters to my reserved post in the coming days.


I really like it from what I've seen, I only have one question (not even an important one) Why did you pick Jaya Ballard over Chandra Nalaar for the red planeswalker? Not that its a big issue, I was just curious.

Mostly because that quote is my favorite red mage quote ever, and I didn't want a Jaya quote with a picture of Chandra above it :smalltongue:. I imagine Mrs. Chandra might show up in my as-yet unused reserve post, perhaps as a sample Planeswalker :smallsmile:.


This works pretty well, but you might want to be more specific on a few of them. For example, under these classifications, Blasphemy is a White Spell. And Holy Word is a black spell. And Death Ward, something that sounds more like White, is a Black Spell that White does not have. Still, I can understand concessions like that for the sake of sanity.

I'm pretty sure White can have Death Ward. There are some snafus with the system and I've saved the "old" way in case I'm persuaded (either by people here or my own musings) to go back. For the time being, I made White "non-evil Cleric spells" and Black "non-good Cleric spells".

As a note that I'll also be adding to the OP, this alignment restriction is not meant to insinuate that that White can't be evil or Black can't be good. There is no alignment restriction on the class at this time. These descriptors are simply meant to show off a type of magic that some colors can't use, regardless of character alignment. That being said, I'm interested for lots of feedback on this new spell system.

BladeofOblivion
2011-05-04, 06:21 PM
Done! I'll be adding some planeswalker-centric ACFs, feats, items, and sample characters to my reserved post in the coming days.



Mostly because that quote is my favorite red mage quote ever, and I didn't want a Jaya quote with a picture of Chandra above it :smalltongue:. I imagine Mrs. Chandra might show up in my as-yet unused reserve post, perhaps as a sample Planeswalker :smallsmile:.



I'm pretty sure White can have Death Ward. There are some snafus with the system and I've saved the "old" way in case I'm persuaded (either by people here or my own musings) to go back. For the time being, I made White "non-evil Cleric spells" and Black "non-good Cleric spells".

As a note that I'll also be adding to the OP, this alignment restriction is not meant to insinuate that that White can't be evil or Black can't be good. There is no alignment restriction on the class at this time. These descriptors are simply meant to show off a type of magic that some colors can't use, regardless of character alignment. That being said, I'm interested for lots of feedback on this new spell system.

Yeah, that was kinda silly of me, forgetting that Death Ward was a Cleric Spell. I was mistaking it for Death Knell, which is definitely Black.

Hawk7915
2011-05-04, 07:47 PM
Yeah, that was kinda silly of me, forgetting that Death Ward was a Cleric Spell. I was mistaking it for Death Knell, which is definitely Black.

No worries. Does this new spellcasting seem like a good idea, or is it too overwhelmingly confusing/overpowered? I'm finding myself somewhat blown away trying to create sample planeswalkers, but perhaps that's because I'm statting out Nicol Bolas :smalltongue:.

Also, sidenote, how does one edit the thread title? It's bugging me that it still says WIP.

Moose Man
2011-05-04, 08:20 PM
Go to your orginal post, hit edit, change the title and: it is done

ZaneLaCoix
2011-05-05, 04:33 AM
Hey awesome work!
Yeah, definitely loving how you worked all that. My only current curiosity is with a Red 'Walker:
Spells:

The following are considered Red spells:
Any spell with the [Fire], [Cold], [Electricity], or [Sonic] descriptor
Would this extend to other damaging spells if the feat Energy Substitution [C.Arc 79] was taken?

Hawk7915
2011-05-05, 02:19 PM
Hey awesome work!
Yeah, definitely loving how you worked all that. My only current curiosity is with a Red 'Walker:
Spells:

Would this extend to other damaging spells if the feat Energy Substitution [C.Arc 79] was taken?

Thanks :smallsmile:. I'm not sure I can give a RAW answer to the question that is perfect, but my gut would say no. Energy Substitution is a Metamagic feat that has a +0 cost, changing an energy type of an existing spell to a new type. This is not changing that spell for the character forever, though: you still know Fireball and can just choose to make it Acidball at will. But when learning the spell, the book says its Fireball and is a [Fire] effect.

RAI is another matter though, as I hadn't really thought about it. Out of curiosity, are there any spells you can think of that Red can't currently access that this would allow them to access if it worked the other way? The only one I can think of is Explosive Runes; a sad loss but not an unbearable one. If there ended up being a ton of spells that seem like they should be Red but that Red can't access now, I'd need to do some changing somewhere.

Mulletmanalive
2011-05-05, 02:42 PM
Mind if i link/endorse this as a perfect addition/backbone to a campaign i'm working on?

Not only is it really useful for getting into the setting and would be only mildly hampered by the setting's limited magic [it's not expected that the setting be used for full campaigns so much as interesting asides...at least in D&D form]

Morph Bark
2011-05-05, 03:42 PM
For a first homebrew, this is amazing. Seriously, well done! I have yet to read through most things in detail, but from what I see you have mostly succeeded in doing what you set out to do. I've shown this to a player of mine and she is very excited to try out this class in our next campaign.

Hawk7915
2011-05-05, 04:38 PM
Mind if i link/endorse this as a perfect addition/backbone to a campaign i'm working on?

Not only is it really useful for getting into the setting and would be only mildly hampered by the setting's limited magic

Go right ahead. I'd be honored :smallbiggrin:.


For a first homebrew, this is [i]amazing. Seriously, well done! I have yet to read through most things in detail, but from what I see you have mostly succeeded in doing what you set out to do. I've shown this to a player of mine and she is very excited to try out this class in our next campaign.

:smallredface:. Thank you! If she does end up trying it out you'll have to let me know how it goes. I'm interested to see if this class remains solidly tier 3, or if all the bells and whistles have shot it to low tier 2.

============
Check the second post for planeswalker feats! I'm really debating Extra Boon, as it seems like it'll be too much of a "well, duh" feat. Thoughts on them in general, and that one in particular?

nhbdy
2011-05-11, 09:57 AM
This looks like a lot of fun, captured the flavor pretty well, good work!

EDIT: on tier, this does seem to be more powerful than most of the tier 3 classes, but I'm pretty sure a sorcerer could beat one on average, but that is simply because the ONLY way you gave the planeswalker 9th lvl spells is through a boon, not that this is bad, but it means that the tier 2 classes will likely beat it most every time (excluding UMD abuse, which is always fun :smallbiggrin:)

Hawk7915
2011-05-11, 06:58 PM
This looks like a lot of fun, captured the flavor pretty well, good work!

EDIT: on tier, this does seem to be more powerful than most of the tier 3 classes, but I'm pretty sure a sorcerer could beat one on average, but that is simply because the ONLY way you gave the planeswalker 9th lvl spells is through a boon, not that this is bad, but it means that the tier 2 classes will likely beat it most every time (excluding UMD abuse, which is always fun :smallbiggrin:)

Thanks! I don't know if it's fair to say I was "afraid" of that, since I saw it coming when I chose to give up and do the spell list in an "anything goes" sort of fashion. That puts them in an odd spot...

- On the one hand, they are possibly the most diverse base class in the game. You can do almost any character concept with them, and a party of just Planeswalkers would probably be just fine (a bit squishy, but otherwise fine). Like Archivists, they can potentially learn every spell in the entire game if they want it, and they begin play with a (nerfed) version of an exceptionally strong 5th level spell (7th level for Arcane casters). They also get to choose their own casting stat, giving them untold utility and flexibility in terms of gestalt, prestige class, or multiclass builds (they are most likely the best War Weavers in the entire game, and can condense the Paladin/Sorcerer/Spellsword/Abjurant Champion/Sacred Exorcist build into a two-class one). They're going to blow a lot of Tier 3 classes out of the water with even mild optimization.

- On the other hand, as you noted, they don't get 7th or 8th level spells ever, and they only get a few 9th level spells at level 19, and only if they actually stick with the class for 19 levels (can't get it via PrC). Having statted up a few samples, they also look like they might struggle to be useful and interesting for the first level or two, since in general they have an incredibly limited number of spells per day. In addition, while "Planeswalker's Jaunt" and their boons are meaty and powerful, most of their other class features are practically flavortext and don't have a lot of utility. There's some definite traps in there too, and it's very possible to build a nigh-useless planeswalker. All of this means they might struggle to keep up with a lot of Tier 1 and 2 classes, and would have difficulty replacing them in a campaign without decent min-maxing fu.

I am my own worst critic though, and I don't want to sell the praise of my fellow playgrounders short since it's much appreciated. Just sort of musing on the class, now that I've had a week to think about it.

nhbdy
2011-05-11, 08:32 PM
Well, while it is possible to build a nigh-useless planeswalker, think of the player, who builds a character who is useless? even if you are a hard RP fan, you still pick abilities that are useful (especially in D&D, where arguably the core concept behind the rules is combat and the like).

As you stated, they are REALLY diverse, and you buried some nice abilities in there, with a few smart picks on the spell list and boons, you can have a good walker in almost any color/build you want (little iffy on red, seems to be built on a weak mechanic, damage through spells)

demidracolich
2011-05-28, 09:56 AM
Just a minor correction, for the pyromatics red boon you say it gives Resist Fire 10/-, shouldn't it just be Resist Fire 10?

Salbazier
2011-05-30, 05:08 AM
YESS!!!!!!!!

Haven't look at it closely yet, but this what I've always looking for! :smallbiggrin:.

Further comment pending.

ZaneLaCoix
2011-06-01, 07:30 PM
Pending DM, your class may be featured here (http://www.giantitp.com/forums/showthread.php?t=201524) by two players. Just thought I'd drop by and say so.

Hawk7915
2011-06-01, 09:29 PM
Just a minor correction, for the pyromatics red boon you say it gives Resist Fire 10/-, shouldn't it just be Resist Fire 10?

Er...is has always said that. Always! <quick edit>. See? man I don't know why I always do that... :smalltongue:


YESS!!!!!!!!

Haven't look at it closely yet, but this what I've always looking for! :smallbiggrin:.

Further comment pending.

Thank you kindly! Looking forward to your feedback :smallsmile:.


Pending DM, your class may be featured here (http://www.giantitp.com/forums/showthread.php?t=201524) by two players. Just thought I'd drop by and say so.

Wow, hopefully it works out...I'm honored, and I'll be keeping an eye on it. Thanks for the head's up!
==========================

So, quick nerf change: Planeswalker's Jaunt now is only usable 3+casting mod times per day. While it wasn't easy, it seemed too likely that a player with even minimal optimization (nevermind the dreaded +30 skill item) could be effectively immune to melee attacks at higher levels. This only makes them immune a maximum of like 14 times per day instead :smallwink:.

The-Mage-King
2011-06-01, 11:36 PM
There's a typo on Planeswalker's Jaunt now. It needs "per day." at the end of it.


Unless you want them to have a very limited amount of uses, that is.

Hawk7915
2011-06-01, 11:53 PM
There's a typo on Planeswalker's Jaunt now. It needs "per day." at the end of it.


Unless you want them to have a very limited amount of uses, that is.

Heh, thanks for the catch.

Tacitus
2011-06-01, 11:56 PM
I actually liked the Jaunt for the utility it offers if you can't fly for some reason and need to get somewhere, or just the flavor of the crazy 'walker that forgets how to turn his body around or walk places with his feet. Maybe add in a line to the effect of if you use it as an action taking longer than what it would otherwise be for your level that it does not count as one of the limited uses?

Random side thought that popped into my head while thinking of Urza, I'm wondering what the price would be on an item that mitigates the penalties for a passenger.

The-Mage-King
2011-06-02, 09:26 AM
Heh, thanks for the catch.

Yeah. That's something I couldn't let stand, as I managed to convince a DM to allow this.


Speaking of which... Howsabout giving it a small amount of Epic support?

Just a brief progression and some Mythic Boons? And maybe a couple o' epic feats? I know there area a lot of people on these forums who play Epic levels, and would probably like this.

Hawk7915
2011-06-02, 05:08 PM
I actually liked the Jaunt for the utility it offers if you can't fly for some reason and need to get somewhere, or just the flavor of the crazy 'walker that forgets how to turn his body around or walk places with his feet. Maybe add in a line to the effect of if you use it as an action taking longer than what it would otherwise be for your level that it does not count as one of the limited uses?

Random side thought that popped into my head while thinking of Urza, I'm wondering what the price would be on an item that mitigates the penalties for a passenger.

Hm...I think it's a bit simpler with limited uses per day. Planeswalkers do have (potential) access to every class spell list in the game so it shouldn't be a huge problem for them to snag Alter Self, Fly, Phantom Steed, Overland Flight, or something else that helps with movement. Plus, two different boons grant perma-flight. The ability was largely intended as flavor text so I don't see any reason for it to be much more powerful; it can already allow people to break out of grapples or jail cells, avoid attacks, or activate Skirmish and full attack (and a red boon grants skirmish). Seems solid enough to keep it at an average of 8/day.

As for the magic item, I'd eyeball it around 2500-4000. I'm basing that purely off the idea that it's an item to negate a "weakness" of the class, and that cost is around what an item to reliably remove fatigue (a "weakness" of Barbarians" would set you back. But I might also make it a feat; honestly that's a pretty easy and fun ability that doesn't add a lot of power to the class. I might also just allow "Easy Walking" to make your passengers be fine. What does everyone else thing?


Yeah. That's something I couldn't let stand, as I managed to convince a DM to allow this.


Speaking of which... Howsabout giving it a small amount of Epic support?

Just a brief progression and some Mythic Boons? And maybe a couple o' epic feats? I know there area a lot of people on these forums who play Epic levels, and would probably like this.

Challenge accepted! I'll have one up shortly. A 10-level epic progression will probably just grant 2 bonus feats, 3 more uses of "Walk the Planes", and 3 boons (with "Mythic" boon unlocked at 22 or 25). Any suggestions on mythic boons for each color? Hard to top the current top tier. I'm considering a boon for each color that gives them an effective 2+bonus 7th level slots and 1+bonus 8th level slots, and then one spell known of each level (following normal color rules), but I'd like some decent non-casting alternatives to those. Will have to think about it, maybe look at the banned/restricted list for a bit of inspiration on strong, thematic abilities :smallbiggrin:.

The-Mage-King
2011-06-02, 05:16 PM
Challenge accepted! I'll have one up shortly. A 10-level epic progression will probably just grant 2 bonus feats, 3 more uses of "Walk the Planes", and 3 boons (with "Mythic" boon unlocked at 22 or 25). Any suggestions on mythic boons for each color? Hard to top the current top tier. I'm considering a boon for each color that gives them an effective 2+bonus 7th level slots and 1+bonus 8th level slots, and then one spell known of each level (following normal color rules), but I'd like some decent non-casting alternatives to those. Will have to think about it, maybe look at the banned/restricted list for a bit of inspiration on strong, thematic abilities :smallbiggrin:.

Prehaps one of any color that nets you a weaker planeswalker apprentice/ally? Like casting a planeswalker spell?


Or maybe... The Lotus.

As for non-casting, howsabout bumping their IL from 1/2 to 3/4, and giving them a couple of maneuvers? I can give you a quick sorting of the nine canon disciplines to the colors, if you want...

In fact... Would you mind terribly if I made a few more lower level boons for this? I have an idea that might work...


Also, the five boons that grant bonus spells... As they read now, if you're epic level, get another boon of the right color, and have, say, a 7th level spell slot, you get a 7th level spell known of that color.

Is that how you intended them to work, or is it just an oversight because of it being out of reach for anything that isn't Epic? If it's the former... :smallbiggrin:

Hawk7915
2011-06-02, 05:40 PM
Prehaps one of any color that nets you a weaker planeswalker apprentice/ally? Like casting a planeswalker spell?


Or maybe... The Lotus.

As for non-casting, howsabout bumping their IL from 1/2 to 3/4, and giving them a couple of maneuvers? I can give you a quick sorting of the nine canon disciplines to the colors, if you want...

In fact... Would you mind terribly if I made a few more lower level boons for this? I have an idea that might work...


Also, the five boons that grant bonus spells... As they read now, if you're epic level, get another boon of the right color, and have, say, a 7th level spell slot, you get a 7th level spell known of that color.

Is that how you intended them to work, or is it just an oversight because of it being out of reach for anything that isn't Epic? If it's the former... :smallbiggrin:

Actually, at some point I had a "Martial Planeswalkers" variant kicking around in my head. I might go through with it since I know Tome of Battle is overwhelmingly popular on these boards (I love it too). Basically, you'd lose spellcasting but the class would gain full Initiator level with maneuvers and stances based on color. I was thinking White Raven and Devoted Spirit for white, Diamond Mind for blue, Shadow Hand and Setting Sun for black, Desert Wind and Stone Dragon for red, and Tiger Claw and Iron Heart for green. Hadn't worked out a progression for them but probably similar to the Warblade, with either the Warblade recovery mechanic or a unique one based around movement. How would you sort the schools? And does that sound like a good variant? I'm well aware that even limited to 6th level spells that's a truly awful trade for most characters, but it would give players who want a more melee-minded planeswalker some options. I'd need to replace the "Mana Source" abilities too, probably with bonus feats.

The-Mage-King
2011-06-02, 05:56 PM
Actually, at some point I had a "Martial Planeswalkers" variant kicking around in my head. I might go through with it since I know Tome of Battle is overwhelmingly popular on these boards (I love it too). Basically, you'd lose spellcasting but the class would gain full Initiator level with maneuvers and stances based on color. I was thinking White Raven and Devoted Spirit for white, Diamond Mind for blue, Shadow Hand and Setting Sun for black, Desert Wind and Stone Dragon for red, and Tiger Claw and Iron Heart for green. Hadn't worked out a progression for them but probably similar to the Warblade, with either the Warblade recovery mechanic or a unique one based around movement. How would you sort the schools? And does that sound like a good variant? I'm well aware that even limited to 6th level spells that's a truly awful trade for most characters, but it would give players who want a more melee-minded planeswalker some options. I'd need to replace the "Mana Source" abilities too, probably with bonus feats.



I was thinking of making it an array of boons, with the first tier giving a bonus of, say, 1 to IL and a pair of maneuvers from that color's discipline, the second another maneuver or two and a (stacking) boost of 2 to IL, and so on.

The way I see it, the colors work out like...


Discipline|W|U|B|R|G
Desert Wind||||Y|
Devoted Spirit|Y||Y||
Diamond Mind||Y|||
Iron Heart|Y|||Y|Y
Setting Sun||Y|||
Shadow Hand|||Y||
Stone Dragon|||Y|Y|Y
Tiger Claw|||||Y
White Raven|Y||||

Then giving them out with individual leveling. So that a Planeswalker who wasn't really that dedicated to the idea of swinging around swords could still be a bit... adept in their use.

Hawk7915
2011-06-02, 06:24 PM
Epic progression is up, with 12 (!) boons. Wording may be a bit rough on some of them. Some may also be broken, mostly since my thinking was "it's epic, this still isn't as broken as whatever the tier 1 classes are doing at this point".




In fact... Would you mind terribly if I made a few more lower level boons for this? I have an idea that might work...


Also, the five boons that grant bonus spells... As they read now, if you're epic level, get another boon of the right color, and have, say, a 7th level spell slot, you get a 7th level spell known of that color.

Is that how you intended them to work, or is it just an oversight because of it being out of reach for anything that isn't Epic? If it's the former... :smallbiggrin:

You can feel free to crank out some boons :smallsmile:. I didn't feel like it was a great use of space since a planeswalker, even an epic one, can only get 11 total and there are already almost 60, but more options never hurt anyone.

As you your second question...I'm not sure I'm following? A planeswalker can't have 7th level spell slots without taking the "Oath of ______" Mythic boons, but if they have then yes the 1st level boons enable them to learn 7th and 8th level spells.

The-Mage-King
2011-06-02, 06:30 PM
You can feel free to crank out some boons :smallsmile:. I didn't feel like it was a great use of space since a planeswalker, even an epic one, can only get 11 total and there are already almost 60, but more options never hurt anyone.

It leaves some more room for customising, which is always a good thing.



As you your second question...I'm not sure I'm following? A planeswalker can't have 7th level spell slots without taking the "Oath of ______" Mythic boons, but if they have then yes the 1st level boons enable them to learn 7th and 8th level spells.

Er... At level 21, they can take Improved Spell Capacity (http://www.d20srd.org/srd/epic/feats.htm#improvedSpellCapacity), which let's them have a 7th level spell slot.


EDIT: As for the progression, nice! However, Oath of Druids has a typo in it- it says white spell instead of green spell.

Hawk7915
2011-06-02, 07:03 PM
Er... At level 21, they can take Improved Spell Capacity (http://www.d20srd.org/srd/epic/feats.htm#improvedSpellCapacity), which let's them have a 7th level spell slot.


EDIT: As for the progression, nice! However, Oath of Druids has a typo in it- it says white spell instead of green spell.

Ah copy-pasta, my eternal enemy...fixed!

Also, I'd considered that but as it doesn't spell out what their 7th, 8th, and 9th level slots look like I wondered if they really got it. If Improved Spell Capacity works that way then...I'm torn. It is NOT my intent to let one feat grant access to 9th level spells for the 'walker, even if they only get to learn a handful via boons and Spell Knowledge. But at epic, is it really so bad?

I say yes, I suppose, so I'll be editing the Novice boons to say "max 6th level", and editing the Mythic boons to say "max 8th level".

The-Mage-King
2011-06-02, 07:10 PM
Ah copy-pasta, my eternal enemy...fixed!

Also, I'd considered that but as it doesn't spell out what their 7th, 8th, and 9th level slots look like I wondered if they really got it. If Improved Spell Capacity works that way then...I'm torn. It is NOT my intent to let one feat grant access to 9th level spells for the 'walker, even if they only get to learn a handful via boons and Spell Knowledge. But at epic, is it really so bad?

I say yes, I suppose, so I'll be editing the Novice boons to say "max 6th level", and editing the Mythic boons to say "max 8th level".


*Sadface*

Well, there goes that idea. Just let it go like that. It's epic level, and you'll be getting access to severly limited 9th level spells at level 25. You're eight levels behind the Wizard.

'sides, it kinda fits for a planeswalker who hit epic to get 9th level spells. Maybe put a caveat on there about how you may not learn a spell of a level higher than 1/3rd your caster level (minimum 1) with that boon, instead of the maximum level thing?


Anyway, the first of the Initiator Boons is here for you to look over. It's for white, if you can't guess...


New Boons
Novice

White
Heiromancer Inductee
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Iron Heart, White Raven. These maneuvers are always readied, and can be used only once per encounter. To recover expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Hawk7915
2011-06-02, 07:29 PM
*Sadface*

Well, there goes that idea. Just let it go like that. It's epic level, and you'll be getting access to severly limited 9th level spells at level 25. You're eight levels behind the Wizard.

'sides, it kinda fits for a planeswalker who hit epic to get 9th level spells. Maybe put a caveat on there about how you may not learn a spell of a level higher than 1/3rd your caster level (minimum 1) with that boon, instead of the maximum level thing?


Anyway, the first of the Initiator Boons is here for you to look over. It's for white, if you can't guess...


New Boons
Novice

White
Heiromancer Inductee
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Iron Heart, White Raven. These maneuvers are always readied, and can be used only once per encounter. To recover expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

I'll consider the spellcasting thing :smalltongue:. On the "pro" side:

- it's more fun, it's more elegant, it's an obscure trick that most low-OP players wouldn't notice, it's epic level only, and it still leaves the class firmly tier two as they can, at maximum, learn 6 9th level spells, off a smallish list as they're relying on color boons to do it.

Cons:
- It wasn't the original intent, it somewhat (not entirely) obsoletes the Legend "gain a 9th as a SLA 2/day" boons, the class was supposed to be tier 3 and has ballooned up to a higher tier, planeswalkers have potential access to every spell in the game which is really powerful and the limiting reagent was supposed to be "But they really don't get 9s".

So I'd like some other player's feedback before I decide for sure. This class is apparently getting tested places; I don't want it to come off as the Lightning Warrior and give people a sour impression of it :smallsmile:.

As for the initiator boons, I really like the look of them. My only concern is whether they are so much better than most other 1st level boons that they become "no duh" choices, and that it makes the class even more of a "perfect Lightning Warrior" class. But I also really like ToB, and accept the fact that there's already a largely intentional power discrepancy between novice boons (Let's see, do I want scaling DR, a few extra spells known, or...a few lame class skills?). So I tentatively approve. They'd get bonus points if the boon name was also a card name :smallwink:

The-Mage-King
2011-06-02, 07:39 PM
Odd. The forum ate my post...


I'll consider the spellcasting thing :smalltongue:. On the "pro" side:

- it's more fun, it's more elegant, it's an obscure trick that most low-OP players wouldn't notice, it's epic level only, and it still leaves the class firmly tier two as they can, at maximum, learn 6 9th level spells, off a smallish list as they're relying on color boons to do it.

Cons:
- It wasn't the original intent, it somewhat (not entirely) obsoletes the Legend "gain a 9th as a SLA 2/day" boons, the class was supposed to be tier 3 and has ballooned up to a higher tier, planeswalkers have potential access to every spell in the game which is really powerful and the limiting reagent was supposed to be "But they really don't get 9s".

So I'd like some other player's feedback before I decide for sure. This class is apparently getting tested places; I don't want it to come off as the Lightning Warrior and give people a sour impression of it :smallsmile:.

I see what you mean. Still, 9ths at level 25 aren't that bad.


As for the initiator boons, I really like the look of them. My only concern is whether they are so much better than most other 1st level boons that they become "no duh" choices, and that it makes the class even more of a "perfect Lightning Warrior" class. But I also really like ToB, and accept the fact that there's already a largely intentional power discrepancy between novice boons (Let's see, do I want scaling DR, a few extra spells known, or...a few lame class skills?). So I tentatively approve. They'd get bonus points if the boon name was also a card name :smallwink:

Well, I tried to make it comparable to Oskar's Fighter ACF (http://www.giantitp.com/forums/showthread.php?t=121939) that netted it a maneuver and a stance.... Maybe reduce it to one maneuver, and make the next one be two, so that they're relying on feats for stances...


EDIT: WHAT THE @&#&!? How does that even...

And the post reappeared when I posted. Odd.

EDIT 2: Electric Boogaloo: Right. Here's the edited initiator boons.


New Boons

Novice

White
Student of Warfare
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, White Raven. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Blue
Ceta Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Setting Sun, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Black
Cabal Trainee
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Red
Soldier of Fortune
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Green
Ana Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Iron Heart, Stone Dragon, Tiger Claw. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Cipher Stars
2011-06-03, 05:11 AM
Maybe I've been reading too much Nymphology lately, But I totally expected something else when I read Blue in relation to magic.
Then I remembered Magic, as in the colors.... :smallbiggrin:

I do like, quite alot and it would fit well with a campaign I'm making....

demidracolich
2011-06-03, 01:42 PM
New Boons

Novice

White
Student of Warfare
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, White Raven. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Blue
Ceta Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Setting Sun, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Black
Cabal Trainee
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Red
Soldier of Fortune
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Green
Ana Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Iron Heart, Stone Dragon, Tiger Claw. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.


I think blue should have shadow hand since blue has lots of sneaky creatures and infiltration/spy themed creatures.

The-Mage-King
2011-06-03, 02:09 PM
I think blue should have shadow hand since blue has lots of sneaky creatures and infiltration/spy themed creatures.

Well, I wanted to give each of the colors something that's theirs. White gets Raven, Red gets Desert Wind, Green gets Tiger Claw, Blue gets Diamond Mind and Setting Sun (which is focused slightly on counters and rules trickery, something that Blue is...), and Black gets Shadow Hand.


Though I see your point about Blue and sneaking... Maybe remove Setting Sun for it, or make it a choice between the two?

Chess435
2011-06-03, 02:11 PM
New Mythic White Boon:
Angel's Grace:
Once per day, if an effect would kill you or otherwise incapacitate you, you may activate this ability as an immediate action. Until the end of your next turn, you are immune to any effect that would kill or incapacitate you. Any damage you take that would reduce your HP to less than 1 reduces it to 1 instead.

ZaneLaCoix
2011-06-18, 04:52 AM
I know I'm delving into non-magic books here, but a recent thread got me interested in Shadow Magic again, specifically from Tome of Magic, and it got me thinking...
Would this particular thread of "magic" be considered Black or Blue?

Hawk7915
2011-06-20, 02:12 AM
I know I'm delving into non-magic books here, but a recent thread got me interested in Shadow Magic again, specifically from Tome of Magic, and it got me thinking...
Would this particular thread of "magic" be considered Black or Blue?

Tough call; I'm not super familiar with ToM stuff but flipping through it I'd lean towards Black. While Illusion effects are strongly blue, a lot of what is there is related to creating darkness, manipulating life energy, spreading fear and horror. Rather than split them up based on school, I'd go for Black since black can do anything for the right price.

Southern Cross
2011-06-21, 03:44 PM
Also shadows are black in real life - thematically,it makes more sense for Shadow Magic to be black, instead of blue.

The-Mage-King
2011-06-22, 07:37 PM
YO DAWG I HEARD YOU LIKE HOMEBREW SO I HOMEBREWED SOME HOMEBREW SO YOU CAN USE HOMEBREW WHILE YOU'RE USING HOMEBREW.



New Boons

Novice

White
Student of Warfare
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Blue
Ceta Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon). This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Black
Cabal Trainee
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Red
Soldier of Fortune
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Green
Ana Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Iron Heart, Stone Dragon, and Tiger Claw. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Journeyman Boons

White
Unmovable SentryWhen you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. You gain a pool of readied maneuvers equal to the number of White Boons you have taken, and may ready any maneuver you know from White boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.


Blue
Talas trained warrior
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon- if you have taken Ceta Disciple, you must choose the same school you chose for the purposes of that boon for this one). You gain a pool of readied maneuvers equal to the number of Blue Boons you have taken, and may ready any maneuver you know from Blue boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Black
Dread Warrior
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Black Boons you have taken, and may ready any maneuver you know from Black boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Red
Nova Chaser
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Red Boons you have taken, and may ready any maneuver you know from Red boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Green
Norwood Warrior
When you take this boon, increase your Initiator level by one. You learn any 2maneuvers that you meet the prerequisites for from any of the following disciplines: Iron Hear, Tiger Claw, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Green Boons you have taken, and may ready any maneuver you know from Green boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.


So, yeah. Added five more boons to the initiator set. Thoughts?

al'raith
2011-06-23, 03:53 AM
First off this is a real gem of first class homebrew and was inqiuring If I may use these in my campaigns? And second ever had consideration on making equipment and creatures similar to the Phyrexia thread? http://www.giantitp.com/forums/showthread.php?t=186026

Zarthrax
2012-07-09, 01:20 AM
Y'know, I see this class, and I think to myself "Trading out the spells for Incarnum" could be an interesting ACF....lol

Apropos
2012-08-28, 03:57 AM
You can use GOLD instead of MAGENTA for White's font.

Arcanist
2013-01-13, 10:19 PM
Certain features of this excellent Homebrew have fallen into disrepair, are confusing, are just weirdly written or just don't make much sense.


He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

... What? :smallconfused:


His base daily spell allotment is given on Table: The Sorcerer.

Why not just reference the table that is presented? :smallconfused:


He gains additional uses of this ability per day as he gains levels in the Planeswalker class, with a maximum of 5/day at level 20.

the table doesn't make a reasonable progression for this ability. I suggest: 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level and finally 5/day at 20th level. The text for this would read He gains additional uses of this ability again at 5th level and again every 5 levels thereafter. This allows it to extend into Epic Progression (and if you don't want it to, then just say "Until 20th level"."


Emergency Walk: At 11th level, in times of great need, you may teleport yourself out of danger much faster than normal. Once per day, you may use your “Walk the Planes” ability as a full-round action, rather than a one-minute action. You gain additional uses of this ability as you level up.

My only problem with this is that it's progression doesn't make sense 11th, 15th and 18th. I would have gone with 12th 15th and 18th. This would make it


At 12th level and every 3rd level there after

Again allowing to continue into Epic Progression (unless otherwise stated).


Master of the Planes (Ex):At 20th level you are an expert of interplanar travel. If you have been to a location before, you unerringly arrive where you desire when using your “Walk the Planes” ability. You can make a spellcraft check when an opponent uses interplanar travel to identify where they are traveling, and if you use your Walk the Planes ability afterwards, you can arrive within 20 miles of their location. You never risk landing somewhere dangerous when traveling to a plane, even if you have never been there before. Finally, the save DC to send an unwilling character on a “Walk” is increased by 2.

This is dangerously unspecific. I recommend changing this spell to make it more specific.


If you have been to a location before, you unerringly arrive where you desire when using your “Walk the Planes” ability.

Making it circumstantial is actually brilliant, however I recommend altering it to replicate a "Greater Plane Shift".


You can make a spellcraft check when an opponent uses interplanar travel to identify where they are traveling, and if you use your Walk the Planes ability afterwards, you can arrive within 20 miles of their location.

I'd make it a Knowledge (The Planes) check and change it to


When an opponent uses a Conjuration [Teleportation] spell

to be more broad in it's limitation (and it even extends to Teleport and Greater Teleport :smallbiggrin:)

Generally, I'm not much of a "fan" of Homebrew, but once in a while I spot a piece of work that is just so flavorful and beautiful in it's design that I just cannot help, but comment on it and I must say this: Well done sir, well done :smallcool:

oyzar
2013-05-22, 05:02 PM
Not sure if anyone are still readin this thread but it looks like this class might get some use here. (http://www.giantitp.com/forums/showthread.php?t=281269)

Hawk7915
2013-05-22, 05:27 PM
I am still subscribed to this thread and am of course honored that the class is going to see some play. I'll be watching the campaign with great interest, and if you guys need help with RAI for the class feel free to post here or shoot me a PM. I'd also of course love feedback on what worked/didn't work.

oyzar
2013-05-23, 02:03 PM
Hmm I am looking over the expert boons and it seems to me like most of them are not that enticing. +1 Caster level for the color of choice is ok, but not really terribly exciting. The within 30' are great for a melee focused character, but if you don't want that you are left with just one option. If that does not fit your concept, you are basically left having to look for another color or take it simply as a stepping stone to the next level. I would love some more options here.

I do wonder why the boons do not require you to already have a spell of that color. Seems kinda weird that you can go with all red spells and only white boons for example.

Great to see that you are still around.

oyzar
2013-05-23, 02:14 PM
Suggestion for a black expert level boon:


Neverending Horror
Add the following effect to your black spells that require a save:

Whenever a creature targeted by a spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

Hawk7915
2013-05-23, 02:45 PM
Hmm I am looking over the expert boons and it seems to me like most of them are not that enticing. +1 Caster level for the color of choice is ok, but not really terribly exciting. The within 30' are great for a melee focused character, but if you don't want that you are left with just one option. If that does not fit your concept, you are basically left having to look for another color or take it simply as a stepping stone to the next level. I would love some more options here.

I do wonder why the boons do not require you to already have a spell of that color. Seems kinda weird that you can go with all red spells and only white boons for example.

Great to see that you are still around.

I think those are fair criticisms. I did specifically divorce Boon and Spell requirements for both bookeeping and flavor reasons though. I mean, check out Domri Rade (the new Gruul planeswalker). He strikes me as a 'walker who takes Green spells and Red boons more or less exclusively. Ditto Tezzeret, who probably only takes blue boons but has learned some black spells to add to his repertoire. I wanted the class to be super flexible, in the end. Besides, most boons strongly complement their class's spell lists anyhow.

Expert boons are kind of an issue though, I agree. At 10th level, +1 CL on a selection of spells known can be had by several feats or magic items and is a bonus that, while neat, doesn't scale particularly well. I imagine that most planeswalkers will be true "jacks of all trades" with an emphasis on being damage machines, but the Expert boons largely force the 'walker into melee range and often ask them to be weapon users and/or buffers. I'll look into adding a boon to each color that might help out 'walkers who want to focus on battlefield control, skillmonkeying, or ranged spell damage/metamagic cheese.

The-Mage-King
2013-05-23, 02:57 PM
Huh, been a while since I saw this.


Hawk, care if I finish up 'brewing those maneuver boons for this, or would you prefer I don't?

Hawk7915
2013-05-23, 05:32 PM
Huh, been a while since I saw this.


Hawk, care if I finish up 'brewing those maneuver boons for this, or would you prefer I don't?

Sure. I'm not sure it's necessary in hindsight, but I realize that TOB is very popular and this class super doesn't want to multiclass since it loses caster progression and Boon progression. Your first wave of those boons was basically just spending a boon to get Martial Study + some small upside, which seems fine power-level wise. And it might be cool to see some Martial stuff that specifically interacts with a planeswalker's teleporting, "living mana battery" sort of nature :smallamused:.

New wave of boons to soon be added to the first post:


WHITE BOONS:

Journeyman

Ajani's Mantra: When you use your Planeswalker's Jaunt, you also regain hitpoints equal to your Planeswalker level.

Expert

Empryeal Armor: You gain the Mettle ability. In addition, after you roll a saving throw, you may expend an unused spell slot to reroll that saving throw. You must use the new result, even if it is lower.

BLUE BOONS:

Journeyman
Jace's Erasure: When you use your Planeswalker's Jaunt, you are invisible until the end of your next turn or until after you attack or cast a spell targeting one or more opposing creatures.

Expert:
Stroke of Genius: You gain a number of skill points equal to 7 + your current planeswalker level, which must be spent immediately. Your future Planeswalker levels grant an additional two skill points. In addition, when you would make a skill check you may expend an unused spell slot to "take 10" on that roll, even if you are hurried, distracted, or threatened.

BLACK BOONS:

Journeyman
Liliana's Caress: When you use your Planeswalker's Jaunt ability, you get a +4 bonus to the next attack roll, and the Save DC to resist the next spell you cast before the end of your next turn is increased by +2, and if it is a Necromancy spell that deals damage, it deals an additional 4 damage.

Expert
Curse of Misfortune: Whenever you cast a spell that requires one or more creatures to make a saving throw, you may expend an unused spell slot to make each affected creature roll that save twice and take the lower result.

RED BOONS:

Journeyman
Chandra's Fury: Whenever you use your Planeswalker's Jaunt ability, you deal 2d8+1/2 character level fire damage to all adjacent creatures before you teleport away (Reflex Save DC 13 + primary spellcasting modifier for half).

Expert:
Wheel of Fortune: Once per round as a swift action, you may expend an unused spell slot to roll a d6 and gain a benefit based on the result:
1 - +2 bonus to attack and damage rolls until the end of your next turn.
2 - +2 bonus to AC until the end of your next turn.
3 - Cast a spell of 2nd level or less as a free action.
4 - Recover a spell slot one higher than the spell used to activate this ability.
5 - Teleport 30'.
6 - Deal fire damage equal to your level to an enemy within 30'.

GREEN BOONS:

Journeyman
Garruk's Horde: When you use your Planeswalker's Jaunt ability, up to two adjacent allies may teleport with you.

Expert
Berserk: Once per round as a swift action, you may expend an unused spell slot to grant yourself or an ally within 30' a bonus on their next attack and damage roll equal to the spell level expended.

My goal was to give each color a Journeyman boon that upgraded Planeswalker's Jaunt, and an Expert boon based around trading spell slots for some manner of bonus. Thoughts?

radmelon
2013-05-23, 08:02 PM
Is it intentional that wheel of fortune just lets you burn 0th and 1st level spell slots for more powerful effects? Because nothing really scales based on the level of the spell slot burned.

Vauron
2013-05-23, 09:10 PM
Sizzle
I know you weren't asking about it, but I ran into this issue while trying to make a blasty Red planeswalker: While the Boon does let you get Fiery Burst as low as level 1, you still can't use it until level 4. Fiery Burst requires you to have a fire spell of at least level 2 in order to work.

When you Jaunt, X happens Boons:
I like Ajani's Mantra.

Jace's Erasure is good overall to me.

Lliana's Caress seems to take Jaunt from a mobility or panic thing to a charge up thing, as the +2 to the DC would be a nice boost to overcome the lower DCs planeswalkers will tend to have. The more damage bit would only draw my attention if it affected ability damage too, which probably be over powered.

Chandra's Fury I don't think much of. I'd only consider taking it for style reasons on a primarily red gish or bardtype, not any other build. I guess I could be undervaluing it, but I'd much sooner take any of the other Journeyman boons instead.

Garruk's Horde: Do they choose which square adjacent to you to appear in? Do they stay in the same location relative to you? Regardless, I like it.

Spend spell slots
I only have comments for the blue and green ones.
For Stroke of Genius, it just bugs me a little that its done as '+7 than every level after gets +2'. I'd prefer something more like 'Gain X skill points, where X is twice your level. All subsequent levels give an additional 2 skill points.'

What bugs me with Berserk is that it cares about the level of the spell sacrificed, unlike the others. I'd prefer using your spell-casting modifier instead as the value for the attack and damage boosts.

Hawk7915
2013-05-24, 01:36 PM
Is it intentional that wheel of fortune just lets you burn 0th and 1st level spell slots for more powerful effects? Because nothing really scales based on the level of the spell slot burned.

Well, note a Planeswalker doesn't have 0th level slots, and instead has a "cast X cantrips per day" class feature as the Duskblade. That being said...yes. Is it too powerful? The only effect that is obviously more powerful than a 1st level spell slot should let you burn is the "quicken magic" roll (3 on the die), and even that just lets you burn 1sts to quicken 2nds. Still, I think I might make some of it scale based on level...or do you think all of it should? Like:

1 - You get a bonus on attack and damage rolls equal to the level of spell expended until the end of your next turn.
2 - You get a bonus on AC and Reflex saves equal to the level of the spell expended until the end of your next turn.
3 - You may cast a spell of the same level or lower than the spell expended as a free action.
4 - You recover a spell slot one higher than the spell expended.
5 - You teleport X feet, where X is 10 times the spell level expended.
6 - You deal fire damage to a creature within 30' equal to 5 times the spell level expended.


Sizzle
I know you weren't asking about it, but I ran into this issue while trying to make a blasty Red planeswalker: While the Boon does let you get Fiery Burst as low as level 1, you still can't use it until level 4. Fiery Burst requires you to have a fire spell of at least level 2 in order to work.

When you Jaunt, X happens Boons:
I like Ajani's Mantra.

Jace's Erasure is good overall to me.

Lliana's Caress seems to take Jaunt from a mobility or panic thing to a charge up thing, as the +2 to the DC would be a nice boost to overcome the lower DCs planeswalkers will tend to have. The more damage bit would only draw my attention if it affected ability damage too, which probably be over powered.

Chandra's Fury I don't think much of. I'd only consider taking it for style reasons on a primarily red gish or bardtype, not any other build. I guess I could be undervaluing it, but I'd much sooner take any of the other Journeyman boons instead.

Garruk's Horde: Do they choose which square adjacent to you to appear in? Do they stay in the same location relative to you? Regardless, I like it.

Spend spell slots
I only have comments for the blue and green ones.
For Stroke of Genius, it just bugs me a little that its done as '+7 than every level after gets +2'. I'd prefer something more like 'Gain X skill points, where X is twice your level. All subsequent levels give an additional 2 skill points.'

What bugs me with Berserk is that it cares about the level of the spell sacrificed, unlike the others. I'd prefer using your spell-casting modifier instead as the value for the attack and damage boosts.

Sizzle - Seems a bad deal to me now, yeah. I'm thinking I'll either swap its place with Pyromatics and/or make it also grant Spell Focus (Evocation) or Spell Penetration as a bonus feat. After all, while there are drawbacks black can get any feat as a bonus feat with a Boon and blue's "bonus feat" boons all come with some significant upsides like Craft Reserves and free homonculi, and I'm honestly not sure those are the best use of a player's boons unless they are super feat-starved. I'll probably boost Knighthood in some small way as well (Skill Focus: Ride or auto-proficiency and focus with a Lance or something).

"When you Jaunt" Boons - I'll clarify Horde: the creatures must appear in a square adjacent to you if able, but need not be in the same relative position. I could upgrade Chandra's Fury...maybe it also lights targets on fire? Or leaves behind smoke, as an Obscuring Mist spell in the area you did fire damage? "Blowing stuff up" is a fun but not optimized build, so I'm happy to help it out however I can.

"Spend Spell Slots" - Both boons will be reworded accordingly :smallsmile:.

Thanks for the feedback, guys! I'll be adding these and at least the novice Tome of Battle maneuvers to the first post soon.

What else would people like to see for this class? Some stuff I had in mind...


Sample builds
"Multicolor" feats or boons
A class-specific PrC or two?
More feats
More fluff

Vauron
2013-05-24, 03:18 PM
More stuff in general is always good. My personal picks would be some feats or boons for non-fire blasting, or Conjuration(Summoning) related boons, but multicolor boons would be nice.

I have a half finished White knightish planeswalker and a partly finished Red blaster planeswalker I can finish if you want sample builds. I noticed the issue with Sizzle when I was trying to make the above blaster at level one, and had intended for Fiery Burst to be it primary attack for the first level.

Edit: How about a boon to increase how much your spells can scale? Maybe something like:
Taste for Mayhem: Red spells whose numerical effects based on spell level have a cap, such as Fireball, have that cap increased by the number of red boons you possess.

For instance, if you have 4 red boons and are level 13, your magic missile spell would fire 7 missiles, and a Fireball spell would deal 13d6 damage.

Arcanist
2013-08-11, 03:49 AM
Planeswalker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|Boons
1st|
+0|
+0|
+0|
+2|Walk the Planes 1/day, Color Skills, Minor Arcana, Novice Boons|1|-|-|-|-|-|1
2nd|
+1|
+0|
+0|
+3|Mana Source 1/day|1|-|-|-|-|-|1
3rd|
+2|
+1|
+1|
+3|Planeswalker’s Jaunt (Move)|2|-|-|-|-|-|1
4th|
+3|
+1|
+1|
+4||2|1|-|-|-|-|2
5th|
+3|
+1|
+1|
+4|Walk the Planes 2/day Baleful Shift|3|1|-|-|-|-|2
6th|
+4|
+2|
+2|
+5|Easy Walking|3|2|-|-|-|-|2
7th|
+5|
+2|
+2|
+5|Journeyman Boons|3|2|0|-|-|-|3
8th|
+6/+1|
+2|
+2|
+6|Mana Source 2/day|3|3|1|-|-|-|3
9th|
+6/+1|
+3|
+3|
+6|Walk the Planes 3/day, Favored Plane (+2)|3|3|2|-|-|-|3
10th|
+7/+2|
+3|
+3|
+7|Expert Boons|3|3|2|0|-|-|4
11th|
+8/+3|
+3|
+3|
+7|Planeswalker's Jaunt (Swift)|4|3|3|1|-|-|4
12th|
+9/+4|
+4|
+4|
+8|Emergency Walk 1/day, |4|3|3|2|-|-|4
13th|
+9/+4|
+4|
+4|
+8|Master Boons, Walk the Planes 3/day|4|3|3|2|0|-|5
14th|
+10/+5|
+4|
+4|
+9|Walk the Planes 4/day, Swift Traveler|4|4|3|3|1|-|5
15th|
+11/+6/+1|
+5|
+5|
+9|Emergency Walk 2/day, Favored Plane +4|5|4|3|3|2|-|5
16th|
+12/+6/+1|
+5|
+5|
+10||5|4|3|3|2|0|6
17th|
+12/+7/+1|
+5|
+5|
+10|Planeswalker’s Jaunt (Immediate), Walk the Planes 4/day |5|4|4|3|3|1|6
18th|
+13/+8/+3|
+6|
+6|
+11|Emergency Walk 3/day|5|5|4|4|3|2|6
19th|
+14/+9/+4|
+6|
+6|
+11|Legendary Boons|5|5|4|4|4|3|7
20th|
+15/+10/+5|
+6|
+6|
+12|Mastery of the Planes, Walk the Planes 5/day|5|5|4|4|4|4|7[/table]

Made some adjustments so that the text and the table match up, removed the boons spread through out and gave them there own column and modified the spells per day table a wee-bit.

Overall, this class is still looking immaculate good sir :smallamused:

Southern Cross
2013-08-20, 03:40 PM
I take it the spell numbers given in the table represent spell slots, and not the number of spells known?

Southern Cross
2013-09-15, 09:12 PM
Don't tell me I've slain another thread.....
Boon progression seems to be as follows:
1st level: You gain a Novice Boon.
4th level: You gain a second Novice Boon.
7th level: You gain a Journeyman Boon.
10th level: You gain an Expert Boon.
13th level: You gain a Master Boon.
16th level: You gain another Boon. (Which may be a third Novice Boon or a second Boon of Journeyman to Master rank ).
19th level: You gain a Legendary Boon.
Furthermore, assuming that the levels listed above are the lowest at which you can gain a Boon of that rank, the Extra Boon must be a Novice Boon at 1st, 3rd and 6th level, and it takes you an additional 2 levels after you get a higher ranked Boon before you can take such a Boon. (Which means you have to be epic level before getting a second Legendary Boon).

Hawk7915
2013-09-16, 02:28 PM
Don't tell me I've slain another thread.....
Boon progression seems to be as follows:
1st level: You gain a Novice Boon.
4th level: You gain a second Novice Boon.
7th level: You gain a Journeyman Boon.
10th level: You gain an Expert Boon.
13th level: You gain a Master Boon.
16th level: You gain another Boon. (Which may be a third Novice Boon or a second Boon of Journeyman to Master rank ).
19th level: You gain a Legendary Boon.
Furthermore, assuming that the levels listed above are the lowest at which you can gain a Boon of that rank, the Extra Boon must be a Novice Boon at 1st, 3rd and 6th level, and it takes you an additional 2 levels after you get a higher ranked Boon before you can take such a Boon. (Which means you have to be epic level before getting a second Legendary Boon).

That's the design intent. Additionally, to answer your previous question, the spells in the primary table are spells/day. Spells known are listed in a separate table in the first spoiler of the first post :smallsmile:.

Brookshw
2013-09-16, 02:45 PM
I was wondering at the line Arcanist pointed out as his first comment as well.

Something that kinda bugged me, I didn't notice anything regarding surviving planar effects. Something just about any plane hopper should want. Have you looked into MOP for additional spells?

Any reason it's "teleport" to another plane, not "plane shift"?

Jyton
2013-09-16, 09:40 PM
I'm a blue player. I play blue, I love blue. That said, I may
be a little bit biased and have gotten the power level
conversion somewhat off, so bear that mind.*

I play control, low cost counterspells that let me decide
what you get to play and when. I've been trying to figure out
how to fit those concepts into your framework, not writing
new spells or bending DnD to fit MtG, as you said. Hopefully
these boons fall in line with your theme.

*New Blue Boons

*novice:

*Improved Counterspelling: You begin to focus
your efforts on countering your foes' spells more
efficiently. When counterspelling, you may use a spell of the
same school that is equal to or higher than the spell level
to be countered, rather than being limited to only countering
a spell with the same spell or with a spell specifically
designated as countering the target spell. In addition, you
gain a +5 bonus on your spellcraft check to identify the
spell you wish to counter.

Focused Counterspelling: When counterspelling, you may
use a spell up to two levels lower than you would otherwise need to, down to a minimum of first level.

Special: You may take this boon multiple times, its' effects
stack. (This is the one I'm least sure about. I figure,
you're making a substantial investment by giving up the boon
or boons, so a drop of two levels (or four, or six,) allows
you to approximate the ability to counter any spell, whether
its converted mana cost is 4, or 7, or 15, with a 2CMC
Counterspell. It's not nearly as powerful as saying "you can
counter any target spell with a level two spell," there's
some ramp here. I thought about making this "you may use a
spell a number of levels lower than the target spell equal to
the number of blue boons you have, including this one," to
match the others formated that way, but that would let you
use a first level spell to counterspell a 9th level spell for
one boon, which seemed op to me.) * **

*journeyman:

*Reactive Counterspelling: You learn how to react
more quickly to hostile spellcasters. You may attempt to
counterspell an opponent's spell once per day as an immediate
action (instead of a readied action). You must use a spell at
least one level higher than the spell being countered to use
this ability. You can use this ability once per day at 7th
level, plus one additional time per day for every 3 levels
beyond 7th.*
expert:

Versatile Counterspelling: When counterspelling, you
may use any spell of the same level or higher to counterspell
a target spell.
master:Traumatize: You may force target opponent to make a will save or randomly lose half of their currently prepared spells or available spell slots, rounded down. The DC for this check is 10 + 1/2 your caster level + your primarily spellcasting ability modifier. You can use this ability once per day at 13th level, plus one additional time per day for every 3 levels beyond 13th.I'm gonna throw some more boons together for Unsummon and Echoing Truth, but my phone is dying. Mind Control and Dream Leash are probably covered by just learning Dominate Person, so I'll probably leave those alone, even though they're among my favorites. I still haven't figured out how to emulate drawing as a mechanic, so any help there would be appreciated.*I'd loe to hear what you all have to say about the ones I've written so far!*Also, I apologize for formatting. My phone has decided my backspace button doesn't work.

Reality Glitch
2014-01-19, 11:53 AM
Suggestions: A feat that can be taken multiple times, each time you gain another boon.* Psionic Variant (Gain power points for each power you know, spend a spell slot to manifest a power w/o using points but must still spend them to augment (a.k.a. Vancian Psionics))* Incarnum Variant (Expending spell slot to shape and further slots for extra essetia for the day) Add Fundinetals to Minor Arcana or allow it as an option; and Mysteries and paths added under black (w/ a few under blue or red on case-by-case; maybe one or two in green) Pact binding variant Truenaming fix variant (http://www.giantitp.com/forums/showthread.php?t=90961) Add Invocations to spell lists (Spend a spell slot to "cast" or invoke it, allowing you to use it at-will for the rest of the day)** A way to combine Spell/Invocation and Power variants.** Add Spells w/ the [Water], [Air], [Mind-Affecting], or that can target objects to blue.* Add Artificer infusions to white and blue.* Please make top priority.
** Please make second-top Priority.

Keledrath
2014-09-10, 05:58 PM
Question: Skills of the X all say that they add the color's skills to your class skills. But...

All the class skills listed below are immediately added to the Planeswalker's class skill list.

Otherwise, I really like it, except that, in order for a non-green/white, it costs you 2 of your 7 boons to pick up full BAB, meaning that if you want to have the highest rank boon from your color, you won't pick up full BAB until 16.

Personally, I would give Boons at the levels that Fighters get bonus feats. This kicks the total to 11, which means that you could get to Legend in 2 colors, or have serious mastery of a single color. Or even try doing a tri-color. As it stands, tri-color is nearly impossible and dual-color is pretty bad.

Give each color a spammable boon for if someone wants to be single colored.

Why do the Command boons not benefit the Planeswalker? I can understand it for blue (fundamentally better than the Medallion) and black (debuff), but the rest don't really make sense

Southern Cross
2014-09-11, 05:14 PM
Doesn't anybody read the Planeswalker feat spoiler? The Extra Boon feat is in there.



Planeswalker
Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2
Walk the Planes 1/day, Color Skills, Minor Arcana, Boon (Novice)
1







2nd
+1
+0
+0
+3
Mana Source 1/day
1








3rd
+2
+1
+1
+3
Planeswalker’s Jaunt (Move)
2







4th
+3
+1
+1
+4
Boon
2
1






5th
+3
+1
+1
+4
Baleful Shift
3
1






6th
+4
+2
+2
+5
Easy Walking
3
2






7th
+5
+2
+2
+5
Boon (Journeyman)
3
2
0






8th
+6/+1
+2
+2
+6
Mana Source 2/day
3
3
1





9th
+6/+1
+3
+3
+6
Walk the Planes 2/day, Favored Plane (+2)
3
3
2





10th
+7/+2
+3
+3
+7
Boon (Expert)
3
3
2
0




11th
+8/+3
+3
+3
+7
Planeswalker's Jaunt (Swift)
4
3
3
1




12th
+9/+4
+4
+4
+8
Emergency Walk 1/day,
4
3
3
2





13th
+9/+4
+4
+4
+8
Boon (Master), Walk the Planes 3/day
4
3
3
2
0



14th
+10/+5
+4
+4
+9
Swift Traveler
4
4
3
3
1



15th
+11/+6/+1
+5
+5
+9
Emergency Walk 2/day, Favored Plane +4
5
4
3
3
2




16th
+12/+7/+1
+5
+5
+10
Boon
5
4
3
3
2
0


17th
+12/+7/+1
+5
+5
+10
Planeswalker’s Jaunt (Immediate), Walk the Planes 4/day
5
4
4
3
3
1


18th
+13/+8/+3
+6
+6
+11
Emergency Walk 3/day
5
5
4
4
3
2


19th
+14/+9/+4
+6
+6
+11
Boon (Legend)
5
5
4
4
4
3


20th
+15/+10/+5
+6
+6
+12
Mastery of the Planes, Walk the Planes 5/day
5
5
4
4
4
4

Keledrath
2014-09-11, 05:27 PM
I did read it, but that runs into the problem of eating up feats on a class that has no bonus feats.

You get 7 feats. +1 if you're human, +2 if flaws are allowed. Some builds (particularly gish builds) are already feat intensive. I feel that the class should be able to support more than just a basic build. Particularly one like this that gets a lot of fun toys.

Reality Glitch
2014-09-11, 09:38 PM
I think it was built with gestalt in mind. If you think about it, in lore planeswalker's are never just planeswalkers, most are wizards, yes, but there are plenty with little to no magical talent before their spark ignited.

Also, spells with the [Fire], [Earth], and [lightning] tags go in red, I can't remember if those are there.

Southern Cross
2014-09-13, 05:15 PM
Here are some new Planeswalker feats, plus the Extra Boon feat:


Extra Boon
Prerequisite: Planeswalker 3rd level
Benefit: You may select an additional boon for which you meet the prerequisites.

Planeswalker Bonus Feats
Prerequisite: Only when taking the first Planeswalker level.
Benefit: After taking this feat at the 1st level of Planeswalker, and after becoming a 5th level Planeswalker, the character gains a bonus feat, which may only be used for purchasing planeswalker feats.The Planeswalker gains another bonus planeswalker feat at 10th, 15th, & 20th level of the planeswalker class.


Additional Special Ability
Prerequisite: Planeswalker levels, plus any required prerequisites for the ability
Benefit: You gain a 1st level special ability possessed by another class. For every boon of the same color the Planeswalker takes, the character gains another special ability of higher level (to a maximum of 6th level)
The special ability must fit the color- a Planeswalker requires a Red Boon in order to gain the warlock's eldritch blast (as well as the blast shape and essence invocations.)

Keledrath
2014-09-13, 06:53 PM
Wait, is Planeswalker Bonus Feats a Feat? So you sacrifice your level 1 feat to get feats at 5, 10, 15, and 20?

Southern Cross
2014-09-14, 12:58 AM
Yes, that's correct.

Keledrath
2014-09-14, 01:12 AM
Yes, that's correct.

So, it's a completely dead feat until 5, neutral until 10, and free feats after that?

Southern Cross
2014-09-14, 05:40 PM
Exactly. Worse yet, you only get the bonus feats if you take planeswalker levels, so if you take levels in another class, your planeswalker loses one or more bonus feats. It's probably best taken by humans, who start off with two feats.

Keledrath
2014-09-16, 04:51 PM
I feel that we are in disagreement about that being a good thing.

Also, as a GM just pointed out, Extra Boon can, as it stands, only be taken once, since it needs a clause about multiple takings.

Southern Cross
2014-09-17, 06:15 PM
This is true. Perhaps somebody should rewrite the Extra Boon feat. As written, a planeswalker can only take this feat once. Even if the character has access to two or more colors.

Hawk7915
2014-09-19, 12:59 PM
Glad to see this old thing is still getting some love :smallsmile:. A few comments:

Extra Boons: The original design intent was a High Tier 3 class. Originally it was supposed to be Gestalt only, but I scrapped that and tried to make this a fully-fleshed out class on its own. The finished product is probably closer to Tier 2, but for game balance purposes two things strike me as extremely important:


No 8ths and 9ths spell slots, not even in Epic. It's possible to get a few big spells as SLAs via Boons, but outright 9th level casting is out.
With boons, you get only a few, with only one extra possible via the "Extra Boon" feat (intentionally not selectable multiple times). You can have power (by maxing out one color) or versatility (by selecting boons from 3+ colors) but not both, which is the definition of a Tier 2 character. Five-color characters are rare in MtG, and not something that should be easily accessible here.



You guys raise a few interesting points though. I'll fix the table in the first post and clean up some wording re: skills and "Color" spells. I'm also open to suggestions on how to "Re-do" the Commands. I ran with the name "Command" as "A boost to all followers or a curse to all enemies", but it does sort of suck that they don't help the 'walker and don't even remotely emulate the in-game spells. I'm toying with the idea of each one providing a list of small, "charm-like" benefits that can be invoked X times/day, where X is the number of total boons of that color. Something like...

Incendiary Command: You can invoke one of the following effects once per round as a swift action. You may use this ability a number of times per day equal to the number of Red boons you possess (including this one):

The weapons of you and your allies within 30' are imbued with fire and deal +2d6 Fire damage until the start of your next turn.
The next [Fire], [Electricity], [Earth], or [Sonic] spell you cast this turn is affected by the Empower Spell metamagic feat, but with no incease in spell level or cast time.
You or an ally within 30' may take an additional Move action this round.



What do you think? Feel a little more game-changing? I imagine the "Medallion" boons would need a buff to compete, maybe just going to +2 CL or maybe giving a sort of "Arcane Thesis" bonus to spells of that color (danger, Will Robinson!)

Reality Glitch
2014-09-20, 03:20 PM
Hawk, I'd like to use your class in a homebrew playtest campaign (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)), but the G.M. requires that the creator watches the game so that they get legitimate feedback.

Hawk7915
2014-09-20, 04:05 PM
Hawk, I'd like to use your class in a homebrew playtest campaign (http://www.giantitp.com/forums/showthread.php?369269-The-Pit-of-Calamity-(Homebrew-testing-dungeon-crawl-Always-recruiting)), but the G.M. requires that the creator watches the game so that they get legitimate feedback.

Hiya, Reality Glitch! Funny, you caught me at a time at which I'm considering making a fairly major revision to this class. I'll talk more about it in a little bit, but the basic thing is that Planeswalker's Jaunt is going away and a new slew of abilities are being added. That being said, I'd be honored to keep an eye on your attempt to make this class work in a live fire situation :smallsmile:.

While you're here, and before I discuss the change, I wanted to talk about your suggestion list from a while back. My responses are in bold blue

Suggestions: A feat that can be taken multiple times, each time you gain another boon. - I am unlikely to ever agree to this, as I consider boon selection an essential balance point of the class.* Psionic Variant (Gain power points for each power you know, spend a spell slot to manifest a power w/o using points but must still spend them to augment (a.k.a. Vancian Psionics)) - I will consider this, but my familiarity with Psionics is pretty rusty. This would be a long term edit, after I have tweaked/cleaned up the class and added some more MtG-inspired feats* Incarnum Variant (Expending spell slot to shape and further slots for extra essetia for the day) Add Fundinetals to Minor Arcana or allow it as an option; and Mysteries and paths added under black (w/ a few under blue or red on case-by-case; maybe one or two in green) Pact binding variant Truenaming fix variant (http://www.giantitp.com/forums/showthread.php?t=90961)- I am afraid these are all unlikely to happen, as while I have read over Tome of Magic once I lack the familiarity with these classes to make it work. I would welcome some homebrew submissions from other posters, however, and if they check out in terms of respect for the Colors and limitations of the class will add them to the first few posts. Add Invocations to spell lists (Spend a spell slot to "cast" or invoke it, allowing you to use it at-will for the rest of the day)** A way to combine Spell/Invocation and Power variants.** - - I will strongly consider this, likely as my first stop after the "Big Revision" I'll be posting later today or tomorrow. Add Spells w/ the [Water], [Air], [Mind-Affecting], or that can target objects to blue.* - I consider this an oversight, and will be adding [Water] and [Air] spells to blue as part of the big revision. Out of curiosity, however, what mind-affecting spells is blue missing that aren't covered by "All Enchantment and Illusion spells"? Add Artificer infusions to white and blue. - - This is an intriguing idea, and one I will strongly consider. Probably after and/or during my "Warlock Invocation" pass at the spell lists.* Please make top priority.
** Please make second-top Priority.
========================
As I said earlier, I plan on doing a major revision on my class in the next few days. I'll post the TL;DR version below, but here's my thought process:
Okay, so, yesterday I cleaned up the broken tables, fixed some editing, and added in some boons (including The-Mage-Kings "Tome of Battle" boons) that had been on the back burner for a long time. While doing that, however, something struck me that has been troubling me for some time:

Planeswalker's Jaunt

When I created the class, I wanted to give it a truly unique feature, since so much of it is cribbed from other base classes. Planeswalker's Jaunt felt right at the time. I was a big fan of the "Abrupt Jaunt" variant for Wizards and I liked the way it worked both defensively for spell casters and offensively for melee-based 'walkers to move and get their full attack on in a way that seemed less abusive than the Wizard version. It also seemed like a logical extension of what "I can teleport anywhere!" might mean as a class feature in a D&D game. And all that is still true! My problem with it is that it's actually directly contradictory to MtG Lore, as this post (http://dougbeyermtg.tumblr.com/post/63039645968/can-planeswalkers-use-their-planeswalking-abilities-to) nicely explains.

Sigh.

While I'm willing to make some exceptions for the sake of gameplay (like the Planeswalker being able to give their party or even enemies a lift), this is something that has just been bugging me, and I'm going to replace it. I spent a long time thinking of what precisely I wanted, and realized I had the mechanic I was looking for in my own "Mana Savant" feat. Mana, alongside the Color Wheel, is really the fundamental glue that holds Magic: The Gathering together and it seems wrong that it's buried in an optional feat instead of being a major component of the class. So that's the big change: Planeswalker's Jaunt and "Favored Plane" are going away, and "Mana Source" is seeing a major revision, in favor of a new "Mana Pool" mechanic. From there, I'll likely be rewriting a few boons to play better with this mechanic (especially the ones that key off of the now nonexistent Planeswalker's Jaunt), with the largest change being the Commands.

I also wanted to make sure the "keep your Knowledge: The Planes skill maxed" part of the old Jaunt still held true. To do that, a sister class feature called "Planeswalker's Will" is being added. This ability functions a little bit like an Archivist's "Dark Knowledge" in that you make a knowledge check and then get a benefit (chosen from a list of options) based on your result. The major difference is that this ability is limited in times per day it can be used, and requires a move action to kick off instead of happening passively at the start of combat. This will also make updating boons like Ajani's Presence easy enough, since they'll just add a rider to Planeswalker's Will instead of Planeswalker's Jaunt.

TL;DR:
- Planeswalker's Jaunt and Favored Plane are being cut.
- a new "Mana Pool" class feature with similarity to the current Mana Adept feat is being added, with a "Planeswalker's Will" feature alongside it that will still give players a reason to max out their Knowledge: The Planes check.
- Mana Source is being rewritten and renamed to play better with the new features although the essence of what it wanted to accomplish will remain.
- Several boons will see rewrites, with the "named" ones (Ajani's Presence et al) and the "Commands" being the most prominent.
- The Capstone will likely get a change (and a big buff) to be more "Capstone-y"
- While I'm there, I am thinking I'll add a quick, optional "Pathfinder Skill Set" as an alternative to make it easier for players trying to adopt the class to that setting. A spell list rewrite for that setting that incorporates their classes will happen later.

The-Mage-King
2014-09-21, 11:07 PM
Oh, hey! I had forgotten about this, and the Boons I was writing for it.

Hawk, if you want, I can finish up with the rest of the levels. Aiming for enough IL to get a 7th or 8th level maneuver, IIRC...

Expert should add a Stance and some maneuvers, while Master needs to be... Suitable.


...Maybe I'll toss on a few other toys, too, that I can think of, after those are done... :smallamused:


EDIT: Though the renaming of the Boons I originally made will certainly interfere with the "extra toys" I mentioned, if it remains...

Hawk7915
2014-09-22, 09:44 AM
Oh, hey! I had forgotten about this, and the Boons I was writing for it.

Hawk, if you want, I can finish up with the rest of the levels. Aiming for enough IL to get a 7th or 8th level maneuver, IIRC...

Expert should add a Stance and some maneuvers, while Master needs to be... Suitable.


...Maybe I'll toss on a few other toys, too, that I can think of, after those are done... :smallamused:


EDIT: Though the renaming of the Boons I originally made will certainly interfere with the "extra toys" I mentioned, if it remains...

I was in a Tarkir sort of mood when I added them (personally I dislike the old Ana, Ceta, etc. Names) but I am happy to change them back.

The-Mage-King
2014-09-22, 05:48 PM
Then let me update/revise the first few, and throw up Expert.. Nothing really spectacular here, sadly.

(And changing them back to the old names would be preferred, since... See Journeyman, and the implications of such a thing. :smallamused:)

New Boons


White-

Student of Warfare
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Blue-
Ceta Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon). This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Black-
Cabal Trainee
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Red-
Soldier of Fortune
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

Green-
Ana Disciple
When you take this boon, increase your Initiator level by one. You learn any maneuver that you meet the prerequisites for from any of the following disciplines: Iron Heart, Stone Dragon, and Tiger Claw. This maneuver is always readied, and can be used only once per encounter. To recover an expended maneuver, from this boon and any other boons you may gain, or from the Martial Study feat, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.

White-
Unmovable Sentry
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, and White Raven. You gain a pool of readied maneuvers equal to the number of White Boons you have taken, and may ready any maneuver you know from White boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Blue-
Talas Trained Warrior
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon- if you have taken Ceta Disciple, you must choose the same school you chose for the purposes of that boon for this one). You gain a pool of readied maneuvers equal to the number of Blue Boons you have taken, and may ready any maneuver you know from Blue boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Black-
Dread Warrior
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Black Boons you have taken, and may ready any maneuver you know from Black boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Red-
Nova Chaser
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Red Boons you have taken, and may ready any maneuver you know from Red boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Green-
Norwood Warrior
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Iron Heart, Tiger Claw, and Stone Dragon. You gain a pool of readied maneuvers equal to the number of Green Boons you have taken, and may ready any maneuver you know from Green boons in these slots. To recover expended maneuvers, you may take a full round action to concentrate. After doing so, you recover all expended maneuvers.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.


Multicolor-

Boros Charm
In order to take this boon, you must possess one Red boon and one White boon. This does not count as either for the purposes of other boons' benefits.
As an immediate action, by expending any number of points from your Mana pool, you may grant one of the following benefits to each ally within 30 feet, including yourself, until the start of your next turn.
-A bonus on all saving throws equal to the number of points spent.
-DR /-, equal to three times the number of points spent.
-A number of bonus attacks of opportunity equal to the points spent. If not used, these are wasted.


White-
Aysen Crusader
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Stone Dragon, White Raven. As a swift action, you may spend one point from your Mana Pool to recover a number of maneuvers gained from White boons equal to your Wisdom modifier.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Blue-
Kukemssa Skirmisher
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Diamond Mind, Stone Dragon, and Setting Sun OR Shadow Hand (Chosen when you first take this boon- if you have taken Ceta Disciple or Talas Trained Warrior, you must choose the same school you chose for the purposes of that boon for this one). As a swift action, you may spend one point from your Mana Pool to recover a number of maneuvers gained from Blue boons equal to your Dexterity modifier.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.


Black-
Agent of the Fates
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Devoted Spirit, Shadow Hand, and Stone Dragon. As a swift action, you may spend one point from your Mana Pool to recover a number of maneuvers gained from Black boons equal to your Intelligence modifier.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Red-
Fervent Cathar
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Desert Wind, Iron Heart, and Stone Dragon. As a swift action, you may spend one point from your Mana Pool to recover a number of maneuvers gained from Red boons equal to your Charisma modifier.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Green-
Trophy Hunter
When you take this boon, increase your Initiator level by one. You learn any two maneuvers that you meet the prerequisites for from any of the following disciplines: Iron Heart, Tiger Claw, and Stone Dragon. As a swift action, you may spend one point from your Mana Pool to recover a number of maneuvers gained from Green boons equal to your Constitution modifier.
Special: You may take this boon multiple times. Every time after the first, instead of the standard effects, you learn another maneuver from one the allowed disciplines which you meet the prerequisites for.

Southern Cross
2014-09-26, 07:56 PM
Here are a few sample boons for psionic planeswalkers. In all cases the planeswalker level serves as the character's manifester level.


Mind over Body (Novice Boon): You gain a single 1st-level psionic power from the psychometabolism discipline, (that doesn't transfer HP and/or cause ability damage) and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). planeswalker level. Each time you gain a white boon, you gain another psychometabolic power of the highest level you can manifest (use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).

Thought Transcends Time and Space (Novice Boon): You gain a single 1st-level psionic power from either the clairsentience, telepathy or teleportation discipline and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). Each time you gain a blue boon, you gain another psionic power of the highest level you can manifest of the same discipline and add the power points required to manifest the power(s) to the planeswalker's total power point reserve (use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest). Versatile Telepath (Novice Boon): Prerequisite: The above boon, and one or more telepathic powers You gain a single 1st-level psionic power from either the clairsentience, or teleportation discipline (chosen when this boon is taken) and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). Each time you gain a blue boon, you gain one telepathy power and another psionic power of the highest level you can manifest of the same discipline and add the power points required to manifest the powers to the planeswalker's total power point reserve(use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).



Psychic Vampire (Novice Boon): You gain a single 1st-level psionic power from the psychometabolism discipline that either transfers HP and/or causes ability damage and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). Each time you gain a black boon, you gain another psychometabolic power of the highest level you can manifest and add the power points required to manifest the power(s) to the planeswalker's total power point reserve(use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).



Psychokinesis (Novice Boon):You gain a single 1st-level psionic power from the psychokinesis discipline and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). Each time you gain a red boon, you gain another psychokinetic power of the highest level you can manifest and add the power points required to manifest the power(s) to the planeswalker's total power point reserve (use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).
Versatile Psychokinetic (Journeyman Boon): Prerequisite: Psychokinesis, and either Thought Transcends Time and Space (and one 1st-level teleportation power) or Psychic Shaper:
One of the above psionic disciplines is derived from your psychokinesis. You gain a single 2nd-level psionic power from either the teleportation or metacreativity discipline (dependent on which of the above boons is a prerequisite for this boon) and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). When you gain an Expert red boon, the chosen discipline gains a bonus 3rd-level power, a 4th-level power when you gain a Master red boon, a 5th-level power when you gain two Master red boons, and a 6th-level power when you get the red Legend boon, plus the power points required to manifest the additional powers (use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).


Psychic Shaper (Novice Boon):
You gain a single 1st-level psionic power from the metacreativity discipline and enough power points to manifest that power once (in addition to the bonus points from a high attribute score). Each time you gain a green boon, you gain another metacreativity power of the highest level you can manifest and add the power points required to manifest the power(s) to the planeswalker's total power point reserve (use the Spells Per Day Table from the Planeswalker table to determine the highest-level power you can manifest).