Jodah
2012-05-09, 02:38 AM
So I went about this in a pretty different way than I have seen others do it. I don't think that planeswalker is a class but rather something that you are. As such, I made this template to modify any existing sentient creature with the spark feat (also below). The assumption is that there is no teleportation of any kind in the world (or any sort of transdimensional/intraplanar movement, which I am counting as teleportation for the purpose of this template). Summoning creates a being out of magical energies that is new and has never existed before, and it ceases to exist when the spell expires.
For the flavor people out there, I am personally imagining the Blind Eternities to be as the far realm (insanity inducing, logic does not function, etc) for anyone who spends more than a few seconds there (i.e. the time to plane shift).
I imagine a few things need to be tweaked, so please give me suggestions. I also imagine that certain things might need to be added (such as new spells, feats, etc.) that I didn't think of. This was a "flash of inspiration" type idea, and I don't know how balanced it is (hence the lack of LA).
Anyway, here we go:
Planeswalker
Planeswalker is an acquired template that can only be applied to someone that has taken the spark feat. The character must have at least 5 hit dice, and have just gone through an extremely traumatic experience (Death and resurrection, near death, torture, loss of a loved one, etc) at the DMs discretion.
Size and Type: Stays the same
HD: Nothing to change
Speed: Nothing changes
AC: Gain a +2 enhancement bonus to AC
Attacks: nothing changes
Spell-like abilities: Dimension door, at will; Teleport, 1/day; Greater teleport, 1/week; Planar shift, 1/ month.
Qualities: everything from the base creature, gains the ability to cast and learn [teleportation] spells, spell resistance equal to 10+HD
Saves: Unchanged
Abilities: Unchanged
Feats: Unchanged
LA: ???
Feat:
Spark: There is a spark within you that grants you a special tie to magic. This does not mean that you are necessarily a spellcasting class, but rather that you have more potential than others in this area. A certain natural amount of magic pervades your very being and you gain some spell-like abilities. You gain one spell every other level (including this one). The ability can be chosen from the cleric, druid, or sorc/wiz spell list, and the maximum level is shown on the table below. Your caster level is equal to half your hit dice, DCs are charisma based, and you must have a charisma equal to 10+spell level to learn or use the spell. Cantrips/Orisons can be used at will, 1st level spells can be used 5/day, 2nd level spells 2/day, and 3rd, 4th, or 5th level spells 1/day.
Special: This must be taken at first level.
{table=head]Hit Dice|Maximum Spell Level
1|0
3|1
5|1
7|2
9|2
11|3
13|3
15|4
17|4
19+|5[/table]
For the flavor people out there, I am personally imagining the Blind Eternities to be as the far realm (insanity inducing, logic does not function, etc) for anyone who spends more than a few seconds there (i.e. the time to plane shift).
I imagine a few things need to be tweaked, so please give me suggestions. I also imagine that certain things might need to be added (such as new spells, feats, etc.) that I didn't think of. This was a "flash of inspiration" type idea, and I don't know how balanced it is (hence the lack of LA).
Anyway, here we go:
Planeswalker
Planeswalker is an acquired template that can only be applied to someone that has taken the spark feat. The character must have at least 5 hit dice, and have just gone through an extremely traumatic experience (Death and resurrection, near death, torture, loss of a loved one, etc) at the DMs discretion.
Size and Type: Stays the same
HD: Nothing to change
Speed: Nothing changes
AC: Gain a +2 enhancement bonus to AC
Attacks: nothing changes
Spell-like abilities: Dimension door, at will; Teleport, 1/day; Greater teleport, 1/week; Planar shift, 1/ month.
Qualities: everything from the base creature, gains the ability to cast and learn [teleportation] spells, spell resistance equal to 10+HD
Saves: Unchanged
Abilities: Unchanged
Feats: Unchanged
LA: ???
Feat:
Spark: There is a spark within you that grants you a special tie to magic. This does not mean that you are necessarily a spellcasting class, but rather that you have more potential than others in this area. A certain natural amount of magic pervades your very being and you gain some spell-like abilities. You gain one spell every other level (including this one). The ability can be chosen from the cleric, druid, or sorc/wiz spell list, and the maximum level is shown on the table below. Your caster level is equal to half your hit dice, DCs are charisma based, and you must have a charisma equal to 10+spell level to learn or use the spell. Cantrips/Orisons can be used at will, 1st level spells can be used 5/day, 2nd level spells 2/day, and 3rd, 4th, or 5th level spells 1/day.
Special: This must be taken at first level.
{table=head]Hit Dice|Maximum Spell Level
1|0
3|1
5|1
7|2
9|2
11|3
13|3
15|4
17|4
19+|5[/table]