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    Default [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    The Travelers

    Enarro A'dun, a leonal traveler

    A rare breed of psionic adventurer, the traveler is a nomadic warrior whose psychic strength lies strongly in the realms of psychoportation and psychometabolic strengths. This peculiar talent lends itself to those who desire order in the world, and through their intense philosophical background and their desire bring order to chaos, travelers carry the light of law on their person at all times.

    Adventures: Travelers adventure to advance their spiritualist nature as well as to bring order, purpose, and unity to the multiverse. The nature of the traveler itself is one of introspection and self-enlightenment through psychic and martial growth in a very strict yet personal code of conduct. These psychics often seek out areas of spiritual significance on any plane, as well as ancient temples and libraries to study ancient philosophies and gain enlightenment from any wise soul they come into contact with.

    Characteristics: Travelers manifest psionic powers much like a psion or a psychic warrior would, augmenting their martial skill with formidable psychoportive talents for greater mobility in battle. Strongly focusing on their psicrystals as both tool and weapon, the traveler learns many different secrets, called esoterica, that increase his power and potential. One characteristic that unifies all travelers is their need to travel and experience new things and new places. Inherently contradictory at first glance, the ordered and disciplined nature of the traveler is often seemingly at odds with the wanderer's lifestyle, but as they respect law and order in society, they know in the wild's one's personal code and discipline, as well as dedication to universal order, is equally important.

    Alignment: Travelers must always maintain a lawful alignment, due to the strict commitment they make to the great cosmic order they wish to uphold and advance the cause of. Travelers may be good or evil to their choosing, either using order to benefit all races or using it for it tyrannical purposes to gain personal power. If a traveler ever ceases to be lawful, they sometimes become known as fallen travelers (see Ex-travelers and the Fallen below).

    Religion: Travelers tend to be strongly polytheistic, in that they believe and acknowledge all divine entities but due to their intensely philosophical belief system, they owe their worship to their own enlightenment. Some will occasionally pay tribute to a god of order, travels, or knowledge, but rarely do any travelers actively worship any deity.

    Background: Travelers begin their training with another established traveler almost exclusively; this being the only way that they may fully and totally connect their psychic essence to the greater multiverse at large. Some learn from texts and ancient manuscripts, but almost all have a teacher that had set them upon this path. Harnessing his psychic potential results in the creation of his unique trinket, a badge of honor that signifies him as a traveler to the rest of the multiverse.

    Races: Any and all races with a natural talent for asceticism can become travelers, but traditionally humans, half-elves, and dwarves find themselves particularly drawn to this path. Nomadic elves and halflings find themselves drawn to this path as well, and amongst the more savage races, blues and hobgoblins find this path appealing. Githzerai are often drawn to this path as well, being natural planar travelers themselves.

    Other Classes: Travelers get on well with monks, psychic warriors, and ardents due to their ascetic natures and strong martial traditions. Divine minds, paladins, and clerics tend to have philosophical differences with travelers due to their strictly polytheistic natures. Characters such as rogues and lurks tend to compete with travelers as scouts.

    Role: Depending on power and esoterica selections, a traveler can fulfill the role of a scout or a melee warrior, but he must be wary of spending too many power points too quickly to stand with his more hearty and heavily armored companions.

    GAME RULE INFORMATION:
    Abilities: Wisdom is the most important attribute of the traveler, due to his reliance on that attribute for both his manifesting as well as several class features. Following that, Strength and Constitution are important for melee combat, Dexterity for better defenses for the lightly armored traveler, and Intelligence for more skill points.
    HD: d8

    Traveler
    {table=head]Level|BAB|Fort|Ref|Will|
    Special
    |Power Points|Powers Known|Max Level

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Psicrystal affinity, trinket, psicrystal weapon
    |
    3
    |
    2
    |
    1st

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Serenity, bonus power known (astral traveler)
    |
    5
    |
    3
    |
    1st

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    Dimensional Step, esoteric path, esoterica
    |
    7
    |
    4
    |
    1st

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Psicrystal weapon +1
    |
    11
    |
    5
    |
    2nd

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Bonus psionic feat, estoerica
    |
    15
    |
    6
    |
    2nd

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |
    Crystalline enhancement +1
    |
    19
    |
    7
    |
    2nd

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |
    Esoterica
    |
    23
    |
    8
    |
    3rd

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |
    Psicrystal weapon +2, bonus power known (astral caravan)
    |
    27
    |
    9
    |
    3rd

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |
    Esoterica
    |
    35
    |
    10
    |
    3rd

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |
    Bonus psionic feat, crystalline enhancement +2
    |
    43
    |
    11
    |
    4th

    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    |
    Esoterica
    |
    51
    |
    12
    |
    4th

    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |
    Psicrystal weapon +3
    |
    59
    |
    13
    |
    4th

    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |
    Esoterica
    |
    67
    |
    14
    |
    5th

    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |
    Crystalline enhancement +3
    |
    79
    |
    15
    |
    5th

    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    |
    Bonus psionic feat, esoterica
    |
    91
    |
    16
    |
    5th

    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |
    Psicrystal weapon +4
    |
    103
    |
    17
    |
    6th

    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |
    Esoterica
    |
    115
    |
    18
    |
    6th

    18th|
    +13
    |
    +6
    |
    +6
    |
    +11
    |
    Crystalline enhancement +4
    |
    127
    |
    19
    |
    6th

    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |
    Esoterica
    |
    139
    |
    20
    |
    6th

    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |
    Philosophical enlightenment, psicrystal weapon +5
    |
    151
    |
    21
    |
    6th
    [/table]

    Class Skills: The traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) x4
    Skill Points per Level: 4 + Int modifier

    Class Features:

    Weapon and Armor Proficiency: Travelers are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.

    Power Points per Day: A traveler’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    Powers Known: A traveler begins play knowing two traveler powers of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
    Choose the powers known from the traveler power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a traveler to learn powers from the lists of other classes.) A traveler can manifest any power that has a power point cost equal to or lower than his manifester level.
    The total number of powers a traveler can manifest in a day is limited only by his daily power points.
    A traveler simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spell casters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against traveler powers is 10 + the power’s level + the traveler’s Wisdom modifier.

    Maximum Power Level Known: A traveler begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a traveler must have a Wisdom score of at least 10 + the power’s level.

    Psicrystal Affinity: The traveler gains Psicrystal Affinity as a bonus feat at 1st level.

    Trinket: At first level, the traveler's psychic talent manifests a piece of crystallized ectoplasm, forming a piece of simple yet beautiful jewelry. Within this piece of jewelry resides his mind's connection to the universal order of the universe and the planes, and its perfect symmetry expresses this. Trinkets usually take the form of elegant bracelets, necklaces, rings, or earrings, but other jewelry items (especially ones with cultural importance) are possible. This piece of jewelry has no seams and fits perfectly to the body, so easy removal of this trinket is impossible without cutting it off of the traveler. Should this occur, he may form another trinket upon a day of meditation. This trinket causes the traveler to emanate an aura of law as a cleric of his level. Travelers may recognize each other by this trinket, and some even use it as a sort of waypoint for meeting others of their kind. This item is a psionic item with a moderate universal aura.

    Psicrystal Weapon (Su): Through his will and psionic power, the traveler has established a dominant link with his psicrystal to the point where he can morph its form into a crystal melee weapon in which he is proficient with as a move action. While in the form of a weapon, the traveler still retains the benefits of the psicrystal (when in weapon form, however, the psicrystal cannot propel itself in any fashion on it's own, it has to revert to it's natural state to move). If disarmed or sundered, the psicrystal weapon reverts to the form of a psicrystal (shards of the broken weapon evaporate off as ectoplasm if the weapon is sundered). If the weapon is sundered, the traveler loses the benefits of his psicrystal and psicrystal weapon for 24 hours due to the psychic shock to the psicrystal itself. If the psicrystal itself is destroyed, then this class feature is unavailable until such a time as the traveler gains a new psicrystal.

    Additionally, at 4th level, this weapon improves to becoming a +1 psionic weapon, and gains additional potency at 8th, 12th, 16th, and 20th level.

    Serenity (Su): At 2nd level, the traveler's connection to the multiverse deepens through his philosophies and his insight, granting him greater defense against the perils of existence. The traveler may add his Wisdom modifier to his Fortitude and Reflex saves instead of his Constitution and Dexterity modifiers respectively.

    Bonus Power Known: At 2nd level, the traveler learns the secret of joining others on planar journeys, gaining the astral travaler power as a bonus power. At 8th level, he learns to lead such forays, learning the astral caravan power as a bonus power.

    Dimensional Step (Ps): Due to the psychoportive nature of the powers a traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The traveler may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known.

    Esoteric Path: As a traveler traverses the planes of the multiverse, his experiences teach him many new tricks and arm him with new tools to aid him on his endeavors. At 3rd level, and every odd level afterward, the traveler gains a new ability, called esoterica, from the lists below. Each esoterica grants a new ability, a passive ability, or exceptional skill based upon his travels and experiences. Each esoterica falls upon something called an esoteric path, each path dedicated to the focus each individual traveler has chosen.

    Esoterica: Each of the following paths of esoterica contain within them six individual esoterica. The character must select the first esoterica upon the path to gain the following one, and so forth. He may select esoterica from any path, but he must start at the first tier and work your way up. Travelers may specialize in a single path, or become well rounded by selecting esoterica from the various paths.
    Path of the Astral Mind: The path of the Astral Mind emphasizes the secrets of the mind and the inner universe as a way to explore and express one's self through the multiverse. Travelers who follow this path of esoterica often are a bit detached and aloof, and mentally quite powerful in both the fields of academia and psionics.
    Spoiler
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    1) Mental Acuity (Ex): The traveler with this bit of esoterica has trained his mind to be ever vigilant and alert through rigorous mental exercises. The traveler may add his Intelligence modifier as a bonus to Initiative and to Reflex saves.
    2) Ectopic Skin (Su): While primarily focusing on the discipline of psychoportation and psychometabolism, the traveler learns an important lesson from the arts of metacreativity. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the traveler may create a seamless suit of ectoplasmic armor with an armor class bonus equal to his Wisdom modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses to his flat-footed or touch armor class if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn for a combined increase to the light armor's total armor class bonus), as it is an expression of his nature, and may be called for at will. Ectopic skin may be used with the traveler is unarmored or wearing light armor. This armor may be maintained indefinitely as long as the Traveler is conscious and is treated as light armor.
    3) Telekinetic Adept (Su): The traveler with knowledge of telekinetic powers gains greater potency with these, manifesting these powers as if he were one manifester level higher. Additionally, a traveler with this ability may expend his psionic focus to telekinetically wield his psicrystal weapon, using his Intelligence modifier instead of his Strength modifier plus his base attack bonus (and any relevant bonuses of the weapon) to attack with the weapon at a range of 50ft. Control of this weapon does require some concentration, requiring that the traveler use his move action to control it each round. A telekinetically controlled weapon may make a full attack as part of the move action used to control it, and it may fly up to the Traveler's base land speed (perfect maneuverability) and make a single attack on its action. The weapon cannot move beyond its 50ft range without reverting back into its psicrystal form. While he is telekinetically wielding his psicrystal weapon, he cannot regain his psionic focus.
    4) Telekinetic Master (Su): A master at telekinetic abilities, a traveler with this esoterica has learned to use his mind as well as his own hands and more. Telekinetic force and telekinetic thrust both operate at double strength (50 lbs per manifester level) and telekinetic maneuver adds both the traveler's Intelligence and Wisdom modifiers to the rolls.
    5) Psychic Wellspring (Su): The traveler who possess this esoterica has learned much of the psionic arts, having studied at great lengths with both tomes and masters, and has experienced much about the living multiverse. Through both his own native spiritual enlightenment and philosophical insight, he taps deeper into his own psychic wellspring. The traveler gains bonus power points from both his Intelligence and his Wisdom score.
    6) Unbreakable Serenity (Ex): Through his philosophical enlightenment and supreme will, the traveler gains immunity to mind affecting abilities as if he were under a permanent personal mind blank. Additionally, the traveler's wisdom has granted him intimate knowledge of his mind's inner workings, granting him psychic reformation as a bonus power known.


    Path of the Nomadic Lord: Followers of the path of the Nomadic Lord are restless folk who often times spend months at a time on the road, searching for wisdom and enlightenment. Travelers of this philosophical bend often make friends and comrades everywhere they go, but rarely form lasting attachments, as their travels always seem to move them on.
    Spoiler
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    1) Mettle (Ex): The traveler's serenity continues to reinforce his mind's dominion over the physical form. Upon a successful Fortitude or Will save against an attack that would normally have a reduced or lessened effect (such as any save that would result in a partial or half strength on a successful save) he instead completely negates the effect. An unconscious or sleeping traveler does not get this bonus.
    2) Dimensional Student: You manifest psychoportive abilities at one manifester level higher, and gain a +5 bonus to Survival checks.
    3) Dimensional Aura (Su): Through his travels through the planes, a traveler encounters many different types of environments, hostile or otherwise. As a standard action, the traveler may manifest a shimmering aura that defends him from the dangerous of extraplanar explorations. This shimmering aura acts a constant adapt body power, and may be used at will. While this power is in effect, the shimmering aura acts as a constant light spell, causing a -10 penalty to Hide checks. This power may be maintained indefinitely so long as he maintains psionic focus; expending this focus immediately ends this esoterica.
    4) Improved Dimensional Step (Su): The traveler's faculty with his dimensional step class feature improves, allowing him to utilize it at will. Additionally, his dimensional step class feature no longer emulates dimension hop, it begins now to operate as dimension door in regards to its range while continuing to be a swift action. Even as this power emulates dimension door, the normal restrictions of the power ending the character's turn do not apply, as with the dimensional step class feature.
    5) Dimensional Adept (Su): A traveler with this bit of esoterica is capable of aiming his teleportation abilities expertly, allowing him to teleport to specific people he is familiar with. When using teleport, greater teleport, plane shift, or any psychoportive ability that allows for instantaneous travel from one location to another location, he may instead substitute the location for a person with whom the traveler is familiar with. Additionally, he may join up with any traveler that he simply knows the name of by virtue of the shared connection to the universe through their trinkets.
    6) Dimensional Master (Su): A traveler of this magnitude is rare, as his psychoportive abilities have reached a masterful apex, allowing for him to manifest any psychoportive powers he knows as a swift action at no additional cost, or additional need for the Quicken Power feat and expenditure of his psionic focus. Additionally, he manifests psychoportive powers as if he were one manifester level higher (stacking with dimensional student for a total manifester level increase of +2).


    Path of the Planar Blade: Those that walk the path of the Planar Blade see themselves as the guardians of cosmic order in the multiverse. These travelers go from place to place, world to world, quelling the uprisings of chaos and seeking to establish law. Upfront and aggressive at times, these travelers are warrior-ascetics who find their spiritual enlightenment in battle.
    Spoiler
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    1) Lawful Weapon (Su): The traveler's psicrystal weapon is infused with the essence of order, and strikes as a lawfully aligned weapon and possesses the axiomatic weapon quality.
    2) Blade Adept (Ex): The traveler is a skilled scion of battle with his psicrystal weapon, and are treated as if he possessed both Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. He also gains supremacy over the form of the weapon, allowing him to separate the weapon into two weapons of the same type and enhancement bonus. Your crystalline enhancement is treated as if it were an additional +1 higher.
    3) Blade Paragon (Su): A paragon of bladework, a traveler who walks the Path of the Planar Blade gains a serene sense of purpose with his weapon, his mental powers bolstering his skill with it. He may add his Wisdom modifier to hit and damage when wielding his psicrystal weapon. Your crystalline enhancement is treated as if it were an additional +1 higher.
    4) Smite Chaos (Su): The traveler gains the supernatural ability to smite chaos three times per encounter, adding his Wisdom modifier to hit and his traveler level to damage when using his psicrystal weapon.
    5) Impervious: The traveler's psicrystal weapon is far more durable, and it gains an additional +50 hit points and +10 hardness. Your weapon also strikes as adamantine when determining sunder results or overcoming damage reduction. Your weapon's unbreakable nature improves the weapon's edge, doubling the weapon's critical threat range and increasing the weapon's critical multiplier by one (this bonus stacks with the keen weapon property or improved critical). Your crystalline enhancement is treated as if it were an additional +1 higher.
    6) Blade Master (Ex): A traveler of this caliber has mastered the power of his psicrystal blade completely, allowing it special abilities far beyond the arts of less martial travelers. Firstly, he may change the weapon special qualities gained by the crystalline enhancement class feature as a move action every round. Secondly, the psicrystal weapon’s critical damage multiplier increases by one and he may expend his psionic focus to automatically confirm a critical hit when a threat is rolled. Lastly, the weapon is capable of overcoming any enemy's damage reduction, as the terrific power of the psicrystal weapon is capable of shattering any defense.


    Bonus Psionic Feat: At 5th, 10th, and 15th level, the traveler gains a bonus psionic or metapsionic feat.

    Crystalline Enhancement (Su): The traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 6th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 14th and 18th level. Once chosen, the special ability may be changed if the traveler spends one hour in meditation.

    Philosophical Enlightenment: The traveler has reached a place of true enlightenment of mind, body, and spirit. Through this enlightenment, he achieves a sort of transcendence of being, and his spirit becomes tied to the myriad of planes in existence. His type changes to Outsider with the Psionic, Lawful, and Extraplanar subtypes, and he becomes immune to any attempt to forcefully banish or teleport him (unless he chooses to allow it to work). Additionally, the Traveler's supreme enlightenment allows him to know how to manipulate the energy of his body and mind, so he may manifest true metabolism once per day as a psi-like ability as a manifester equal to his Traveler level.

    Traveler Power List
    1st- burst, call to mind, catfall, conceal thoughts, crystal shard, deceleration, detect psionics, detect teleportation, dimension hop, eidetic lock, far hand, float, force screen, inertial armor, know direction and location, mighty spring, precognition (defensive), precognition (offensive), prescience (offensive), psionic endure elements, skate, slow breathing, thicken skin, urban strider, vigor.
    2nd- animal affinity, biofeedback, body adjustment, body equilibrium, body purification, concealing amorpha, crystalstorm, damp power, detect hostile intent, dimensional swap, evade attack, feat leech, hustle, prowess, psionic levitate, psionic lion's charge, psionic tongues, psychoportive shelter, serenity, sustenance, swarm of crystals, thought shield, wall walker.
    3rd- danger sense, dimensional twister, dimensional slide, ectoplasmic form, escape detection, evade burst, heavy earth, psionic keen edge, solicit psicrystal, telekinetic boomerang, telekinetic force, telekinetic thrust, time hop, ubiquitous vision.
    4th- correspond, energy adaptation, greater concealing amoprha, psionic dimensional anchor, psionic dimension door, psionic dismissal, psionic fly, psionic freedom of movement, psionic teleport, telekinetic maneuver, trace teleport, weapon of energy.
    5th- anticipatory strike, baleful teleport, empower weapon, ethereal agent, hail of crystals, metaconcert, perfect riposte, psionic plane shift, telekinetic buffer, teleport trigger, temporal reiteration.
    6th- dream travel, ethereal abduction, inconsistent location, personal mind blank, psionic banishment, psionic greater teleport, psionic overland flight, retrieve, suspend life, temporal acceleration.



    Travelers in the World
    His movements were... like a blur! He kept disappearing and reappearing, and when he stopped, my captors were dead and I was free! The cultists lay dead in a ring and he simply told me to stay true to the natural order then he transported me home. I never really got his name, he just said he was a wandering traveler.” -Drustan ir'Vail, a baron's son after being rescued from Far Realms cultists.

    The traveler class allows for a player to play a highly mobile fighting character with a wide variety of abilities that are customizable to create a variety of different characters using the same class. Travelers focus primarily upon one of three different properties in their class: psionic prowess, psychoportation powers, and melee combat with their psicrystal weapon. They may also choose to generalize amongst the three, but all four paths depend on what esoterica they choose along their career path.

    Spoiler
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    Daily Life
    Travelers behave according their own individual philosophies concerning their oath towards securing the multiverse from extraplanar threats. Some may put things in simple black and white terms; people are acting accord with the natural order or they are not. Those who are not, find death swift in coming. Others take a more practical approach and find ways to dissuade people from falling into unclean practices that destabilize local realities or conjure forth creations from the roiling chaos beyond the realities. Most fall somewhere in between.

    Regardless of their moral alignment, one thing that unifies travelers is their personal oath and dedication to the natural order of the multiverse. Travelers in the their more mundane pursuits are warrior-ascetics, disdaining most worldly possessions beyond what they use regularly to allow for their highly nomadic lifestyle. Travelers get itchy feet if they stay in one location for too long, and in their spare time find ways to pursue new knowledge and information wherever they can. Anything from finding and consulting with nearby scholars and wisemen, to reclusive shamans, to ancient tombs or long forgotten libraries to study ancient works. To maintain their balance with order, they must maintain a strict sense of personal discipline, and through intellectual pursuits and through rigorous physical and mental training, a traveler finds peace and serenity.

    Notables
    Travelers tend to not openly advertise their natures as it only leads to questions that they don't necessarily want to answer, especially if they're on a quest to stop the otherworldly forces of the world. Evil travelers are more likely to garner a reputation based on their actions and be known by name due to casual acts of cruelty to outright destruction and murder to preserve the order of the universe, where as good travelers are more likely to help for little to no reward beyond a good story, a warm meal, and a soft bed for the night before moving on.

    Organizations
    If there is any organization amongst the travelers, it's the loose bond they share between their trinkets and the common desire for order that they all share. If there is such a thing as leadership amongst their ranks, it would fall to one of two progenitor travelers: Amon Tyrice and Lacantius Magnus.

    Travelers that follow the precepts of Amon Tyrice tend to be more morally ambiguous with their wanderings and methodology, leaning more towards lawful neutral alignment and following the esoteric path of the Nomadic Lord. Tyrice's precepts follow that the travelers themselves must ceaselessly travel the multiverse in search of knowledge and enlightenment while tirelessly protecting the causes of order. Magnus' followers, on the other hand, tend more towards lawful good in their alignments and believe that while travel and knowledge seeking are important, safeguarding reality from the chaotic outsiders to the Prime Material planes is the true mission of the travelers. His followers often follow the esoteric Path of the Astral Mind. An early adept of the Two Masters, one named Vhaelin Kye, is said to be the founder of the esoteric path of the Planar Blade. Kye's followers are a very militant bunch, favoring strong structure and discipline in their lives (and the lives of those around them) while working in an almost mercenary fashion to defend the planes from chaotic outer influences. Kye's followers in particular are known for a burning hatred for those who would ally themselves with the Far Realms and the chaotic planes beyond that, where order is a laughable twinkle that is rarely thought of.

    NPC Reactions
    Travelers do not inspire much of anything to the general populace of the multiverse, as they do not exist in such great numbers as to garner a reputation for themselves as a people. Most are indifferent to the wandering warrior-ascetics and expect them to pay for their food and lodging like anyone else. Disciples of chaos gods and especially cults that worship debase and chaotic powers from beyond the planes and the Far Realms are knowledgeable in their existence, however, and often keep their spies on the look out for any traveler that may happen upon their work by accident or design.

    Adaptation
    If you wanted to, you could change references to Law to Chaos for the Travelers and use the Chaotika of the Fallen to have Fallen as a base class.


    ---

    Ex-Travelers
    A traveler who has fallen to chaos loses his primal connection to the multiverse and loses his philosophical enlightenment in favor of the freedoms of anarchy. He loses his Serenity class feature as well as access to all of his Esoterica. He also suffers a massive change to the nature of his psychic essence, changing his primary manifesting attribute to Charisma instead of Wisdom. His trinket's perfect clarity of form alters as well, turning crimson and flawed. His psicrystal weapon continues to serve normally, and should he choose to advance in the traveler class he continues to advance the power of his psicrystal weapon, psionic feats, and powers known. A traveler may attempt to repent for his trespass and rejoin the company of his fellows, to do so, he must seek out a lawfully aligned cleric or druid and ask for an atonement spell to be cast, and perform an arduous quest to prove his worth for redemption.
    Last edited by ErrantX; 2010-10-31 at 12:27 PM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    The Fallen Traveler

    Malvado Helix, a fallen traveler

    The travelers are a force of order and knowledge in the multiverse, traveling between the worlds and planes to learn, give guidance, and protect those in need of defending from the forces of chaos that threaten to unravel the fabric of reality. They walk a narrow road, however, by dedicating themselves to the forces of law and order, and for some the road is too difficult and narrow to travel upon. Some falter and fall, and upon learning of their fate, they seek to redeem themselves and rejoin their brethren wiser for their trials. Some accept their fall with quiet dignity and learn a path of personal trials. Some, however, embrace their fall enthusiastically and join with the forces of chaos to become terrible and destructive. They are truly the Fallen. Where the minds of the travelers connect to the vast and unknowable laws of the universe, their minds of the Fallen connect to the Far Realm beyond it, or the vast and swirling sea of Limbo, or to the dark and churning Abyss.

    But not all Fallen were once traditional travelers, some were psychics that were lured in by the promises of another Fallen and taught their ways, embracing chaos and never knowing what it truly is to be blessed by order. These Fallen hail from a myriad of backgrounds and seek only to trouble those who would stand against them.

    Most Fallen are in fact fallen travelers who have embraced the chaos of the multiverse. Others are multiclassed ranger/nomads, fighter/wilders or psychic warriors who have come into contact with the Fallen and learned their ways.

    Hit Die: d8

    Prerequisites:
    Alignment: Any chaotic
    Base Attack Bonus: +5
    Will Save: +5
    Skills: Knowledge (psionics) 8 ranks, Knowledge (the Planes) 6 ranks
    Feats: Psicrystal Affinity, Psionic Weapon
    Manifesting: Ability to manifest 2nd level powers, including two powers of the psychoportation discipline.

    Fallen Traveler
    {table=head]Level|BAB|Fort |Ref |Will |Special|Manifesting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Psicrystal weapon, red trinket, chaotician, chaotika|+1 level of manifesting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Psicrystal weapon +1, dimensional step|+1 level of manifesting class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Chaotika|+1 level of manifesting class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Crystalline enhancement +1|+1 level of manifesting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Chaotika|+1 level of manifesting class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Psicrystal weapon +2|+1 level of manifesting class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Chaotika|+1 level of manifesting class

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Crystalline enhancement +2|+1 level of manifesting class

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Chaotika|+1 level of manifesting class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Psicrystal weapon +3|+1 level of manifesting class

    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    |Chaotika|+1 level of manifesting class

    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Crystalline enhancement +3|+1 level of manifesting class

    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Chaotic epiphany, chaotika|+1 level of manifesting class[/table]

    Class Skills: The fallen traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
    Skill Points per Level: 4 + Int modifier

    Class Features:

    Weapon and Armor Proficiency: The Fallen are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.

    Powers Known: At each level the Fallen gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of fallen traveler to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before he became a fallen traveler, he must decide to which class he adds the new level of fallen traveler for the purpose of determining power points per day, powers known, and manifester level.
    If the character did not belong to a manifesting class before taking this prestige class, he does not gain manifesting levels.

    Psicrystal Weapon (Su): Through his will and psionic power, the fallen traveler has established a dominant link with his psicrystal to the point where he can morph its form into a crystal melee weapon in which he is proficient with as a move action. While in the form of a weapon, the Fallen still retains the benefits of the psicrystal (when in weapon form, however, the psicrystal cannot propel itself in any fashion on it's own, it has to revert to it's natural state to move). If disarmed or sundered, the psicrystal weapon reverts to the form of a psicrystal (shards of the broken weapon evaporate off as ectoplasm if the weapon is sundered). If the weapon is sundered, the traveler loses the benefits of his psicrystal and psicrystal weapon for 24 hours due to the psychic shock to the psicrystal itself. If the psicrystal itself is destroyed, then this class feature is unavailable until such a time as the traveler gains a new psicrystal.

    Additionally, at 2nd level, this weapon improves to becoming a +1 psionic weapon, and gains additional potency at 6th and 10th level. If the Fallen has this class feature from a previous class, this class feature stacks with the previous one to determine overall enhancement bonus.

    Red Trinket: At first level, the Fallen's psychic talent manifests a piece of crystallized ectoplasm, forming a piece of simple and crude jewelry. Within this piece of jewelry resides his mind's connection to the universal chaos of the multiverse and the planes, and its myriad of flaws expresses this. Red trinkets usually take the form of primative bracelets, necklaces, rings, or earrings of a deep bloody red and are riddled with flaws within it, but other jewelry items (especially ones with cultural importance) are possible. This piece of jewelry has no seams and fits perfectly to the body, so easy removal of this trinket is impossible without cutting it off of the traveler. Should this occur, he may form another trinket upon a day of meditation. This trinket causes the traveler to emanate an aura of chaos as a cleric of his level. The Fallen and other travelers may recognize each other by this trinket, and unlike true travelers, the Fallen may not utilize their psychoportive abilities to join one another as with a traditional and true trinket. This item is a psionic item with a moderate universal aura.

    Chaotician: As a fallen traveler traverses the planes of the multiverse, his experiences teach him many new tricks and arm him with new tools to aid him on his endeavors. At 1st level, and every odd level afterward, the Fallen gains a new ability, called chaotika, from the lists below. Each chaotika grants a new ability, a passive ability, or exceptional skill based upon his travels and experiences. Each chaotika falls upon something called a chaotic urge, each urge dedicated to the focus each individual Fallen has chosen. Additionally, once an ex-traveler has officially embraced the chaos to become the true Fallen, he may never again return to the fold as a true traveler, barring him from that class for the remainder of his career.

    Chaotika: Each of the following urges of chaotika contain within them six individual chaotika. The character must select the first chaotika upon the urge to gain the following one, and so forth. He may select chaotika from any urge, but he must start at the first tier and work your way up. Fallen may specialize in a single urge, or become well rounded by selecting chaotika from the various urges.
    Urge of the Aggressive Denial – Those that deal with the Urge of the Aggressive Denial find that through the denial of reality and stultifying order, they are capable of using the energy released in the resulting collapse of stable reality to wield terrible destruction against his foes. Fallen who practice this urge develop black, swirling marks along one of their arms that resemble ink dipped into water. Colored crystals will develop from within the flesh of the Fallen and push through to the surface painfully along this limb, one stone per chaotika from this urge that they’ve mastered.
    Spoiler
    Show
    1) Charismatic Focus: Through practiced anger and denial, the Fallen invigorates his form through his denial as a psychic medium. This allows him to use his Charisma modifier in place of his Constitution modifier when making Fortitude saves or Concentration checks. Additionally, he may use his Charisma modifier when attempting to make Will saves as well, as the force of the Fallen's fury bolsters his mental defenses.
    2) Void Skin (Su): The Fallen learns a technique similar to his former brethren as a protective aid. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the Fallen may expend his psionic focus to create a seamless suit of hideous, pseudonatural ectoplasmic armor with an armor class bonus equal to his Charisma modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn), as it is an expression of his nature, and may be called for at will. Most Fallen elect organic looking armor, or armor that resembles chaotic outsiders. Ectopic skin may be used with the Fallen is unarmored or wearing light armor. Void skin may be used while the Fallen is unarmored or wearing light armor. This armor may be maintained indefinitely as long as the Fallen is conscious and is treated as light armor.
    3) Environ Denial: The denial of injury and the denial of body has lead to greater denial to the harms that come to the Fallen through his travels. He functions under a constant adapt body power as long as he maintains his psionic focus.
    4) Anarchic Surge (Su): By beginning to break down the orderly patterns that comprise a mind, energy is released through the body. This energy may be harnessed by the Fallen, who can then use it to improve his psychoportive abilities with this wild energy. The Fallen’s faculty with his dimensional step class feature improves, allowing him to utilize it at will. His dimensional step class feature no longer emulates dimension hop, it it instead improves to dimension door in regards to its range while continuing to be a swift action. Unlike dimension door, the Fallen may act normally once his dimensional step has been made.
    5) Chaotic Flux (Su): By harnessing the breakdown of order within himself as chaos overtakes his mind and form, this process creates a great deal of energy. This release of energies may be harnessed by the Fallen and used as a weapon. The Fallen gains the Expanded Knowledge feat in a single Energy power of their choice (examples: energy ray, energy lance, energy line, etc) and he may manifest that power as a blast of chaos lightning energy which inflicts half electricity damage, half untyped damage due to the chaos energies that permeate it. Additionally, any energy power that the Fallen possesses from other means and manifests may elect to use that power as this chaos lightning.
    6) Mind and Body Divide (Su): The inner emotional conflict of the Fallen and his primal connection to chaos of the universe manifests more strongly with this chaotika. The Fallen may now use his Charisma modifier in place of his Constitution modifier when determining hit points or in any Constitution based check. This blurring between his physical and psychic reserves of strength causes psychic seep from his own physical lifeforce, allowing him to spend hit points as if they were power points by expending his psionic focus when manifesting.
    7) Mental Void (Su): A master of denial and aggression learns that the final step in mastering these urges is to allow the hunger of these emotions to become an all-consuming black hole within his mind. He gains the benefits of the Psionic Hole feat (and does not need to meet the prerequisites of this feat, nor the special requirements) but uses his Charisma modifier instead of his Wisdom. Additionally, he gains 2 power points for every power that is used against him that is affected by the Psionic Hole effect as his mental void consumes his foes and empowers his own psychic reserves. Lastly, he gains a +4 insight bonus to Will saves due to the entropy of his mind granting him insight into the denial of the abilities of his foes.


    Urge of the Warp Wolf – Practitioners of the Warp Wolf’s Urge use their passions and whims as a catalyst to unmake their form and remake it into an image more pleasing. Through changing the order of their form and remaking it through emotional drives, the Fallen may become a terror imagined only the most unholy of nightmares. This urge manifests in skin and hair of the Fallen changing, for some their skin may turn white and their hair changes into thin ropes of skin. Others may experience tiger-like striping and an additional finger on each hand. This varies from Fallen to Fallen.
    Spoiler
    Show
    1) Feral Cunning (Ex): The Fallen who feels the urges of the Warp Wolf begins to delve into his deepening feral nature. This strengthening connection heightens his senses, sharpening them to allow him cunning of hunting predators. He gains the scent quality, a +2 bonus to Listen, Spot, and Survival checks, and the Track feat.
    2) Predatory Nature (Ex): As his connection to growing bestial nature strengthens, his form begins to change slightly to aid him in running and eyes and ears change slightly as well, to reflect his strengthening senses. The Fallen gains low-light vision and darkvision 90ft, and gains blindsense 60ft as his senses increase to supernatural levels. Finally, he gains a +10ft bonus to his base speed as his limbs become better suited to the act of the hunter.
    3) Dark Hunter (Ps): The form of the Fallen begins to show more extensive mutative abilities as the chaos that permeates his psychic talents begins to truly alter his body’s base shape. By tapping into his chaotic power source, he learns to arm himself with the weapons of feral world. He gains the powers bite of the wolf and claws of the beast as psi-like abilties useable at will with a manifester level equal to his class level +7.
    4) Strength of Fear (Su): Those strong in the ways of the Warp Wolf know how to stoke the furnace of their primal anger and instincts, letting these emotions fuel their forms through thick and thin. The Fallen gains the Mettle class feature, upon a successful Fortitude or Will save against an attack that would normally have a reduced or lessened effect (such as any save that would result in a partial or half strength on a successful save) he instead completely negates the effect. An unconscious or sleeping Fallen does not get this bonus. Additionally, once per encounter, the Fallen may enter a rage as a barbarian equal to his Fallen level by expending his psionic focus. While enraged, he may not regain his psionic focus and he may maintain this rage for 3 + his Charisma modifier in rounds. While raging, he may not quiet the displays of the manifestation of psionic powers. When his rage subsides, he is left fatigued.
    5) Chaosmorph (Su): The Fallen who has immersed himself in this urge to this extent becomes a chaosmorph, a shapechanging horror of the chaotic planes beyond where his mind is beginning to draw power from. This power permeates his ever-changing form, gaining the metamorphosis power as a bonus power known. Additionally, any form he takes using this power automatically gains the pseudonatural creature template (see Complete Arcane) applied to it, with its duration doubled as if it had been affected by the Extend Power metapsionic feat.
    6) Morphic Healing (Ex): The ever-evolving flesh of the Fallen continues to change, causing unwanted changes to disappear at an alarmingly quick rate. He gains fast healing equal to his class level.
    7) Doomshaper (Su): When a Fallen becomes one with this Urge, he undergoes a transformation that finishes the path of personal evolution he embarked on. He becomes a doomshaper, and his is a legacy of destruction and terror. He gains the greater metamorphosis power added to his powers known (if manifesting as a psychic warrior, ex-traveler, or lurk, this power is added as a 6th level power, if manifesting as a psion, wilder, or ardent it stays as a 9th level power), and any manifestation of that power that he uses he also gains the half-farspawn template (see Lords of Madness) added to it and is automatically extended as if by the Extend Power metapsionic feat. Spell-like abilities gained from the half-farspawn template get only the listed uses per day; multiple manifestations per day of greater metamorphosis do not gain new uses of those abilities. Lastly, the Fallen gains the shapechanger subtype.


    Urge of the Prismatic Knife – Scions of the Prismatic Knife use their innate connection to their psicrystal weapon to bring the pain of their broken understanding to their foes. By infusing their mind and thus their psicrystal with chaotic thought, their weapon becomes a scintillating chaos weapon. Followers of this urge tend to decorate their weapons or speak to them as partners in battle, as their blade begins to shift and glow with mutable ectoplasmic crystal and glowing rainbows of light.
    Spoiler
    Show
    1) Chaotic Weapon (Su): The Fallen who has begun give into this urge finds his psicrystal weapon aglow and shifting with his chaotic psychic energy. The weapon gains the anarchic weapon quality and strikes as a chaotically aligned weapon.
    2) Duke of Colors (Ex): The Fallen is a dervish of instinctual combat with his psicrystal weapon, and is treated as if he possessed the feats Improved Critical, Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. He also gains the Whirlwind Attack feat while using his psicrystal weapon, even if he does not meet the prerequisites. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    3) Smite Law (Su): The Fallen gains the supernatural ability to smite law three times per encounter, adding his Charisma modifier to hit and his manifester level to damage when using his psicrystal weapon.
    4) Morphic Weapon (Ex): The form of the Fallen’s weapon becomes ever more fluid, and with its chaotic power rooted in the strength of its wielder’s psychic power, it gains the ability to stretch and shift. The form of the psicrystal weapon may now be changed once per round as a swift action, allowing him to either separate the weapon into two weapons of the same type or increase the reach of the single weapon. When stretched out, the weapon gains an additional 5ft of reach as if it were a reach weapon and threatens all squares within its reach. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    5) Ravaging Prism (Su): The fury of the Fallen is embodied in his weapon, the totality of his psychic might into the weapon. He adds his Charisma to hit and damage to the weapon, and an additional 1d6 points of damage due to the wrath of the forces of Chaos. Additionally, if a critical hit is scored, the victim must make a Fortitude save (DC 15 + Charisma modifier) to resist being dazed from the attack.
    6) Chaos Smite (Su): By channeling his destructive nature through his growing mastery of this urge, the Fallen’s smite improves dramatically. When making a smite attempt, he may also expend his psionic focus to manifest the spell chaos hammer as part of the smite attempt, targeted on the victim of his smite with a caster level equal to the Fallen’s manifester level (save DC is 14+Charisma modifier). Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    7) Nightmare Lord (Su): His urge fulfilled, the master of the Prismatic Knife fills his weapon full of his chaotic psychic power in the form of terrible rainbow light. He may change the nature of crystalline enhancement class feature once per round as a move action, and his weapon always counts as the necessary material type (such as silver or adamantine) when attempting to overcome damage reduction. Lastly, the most terrifying power of the Prismatic Knife allows the Fallen to use this prismatic light as a weapon against his foes. Upon scoring a successful critical hit, the Fallen may elect to expend his psionic focus to flood the victim with this light as if he had been hit by a prismatic spray. Roll on the table for prismatic spray to determine the effect of which color the victim is struck by, but the victim is denied a saving throw due to the effect being centered in his body.


    Dimensional Step (Ps): Due to the psychoportive nature of the powers a fallen traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The Fallen may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known. If possesses this class feature from a previous class, this class feature stacks with the previous one to determine uses per day.

    Crystalline Enhancement (Su): The fallen traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 4th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 8th and 12th level. Once chosen, the special ability may be changed if the Fallen spends one hour in meditation. If the fallen traveler has this class feature from a previous class, this class feature stacks with the previously gained one to determine the overall crystalline enhancement bonus to the Fallen’s psicrystal weapon.

    Chaotic Epiphany (Su): The Fallen has realized his own personal path of empowerment and dedication to the forces of chaos. His form shifts and changes, his spirit expands and infuses him to his very bones, causing him to undergo an amazing transformation, affording him several advantages. He gains the Outsider type with the Extraplanar, Chaotic, and Psionic subtypes, his form changes to meet his personal ideal of what his true nature, gaining a +2 bonus to natural armor, and he also gains the ability to use bend reality as a psi-like ability 1/week with a manifester level equal to his character level as his mind forces the reality around him to alter to his whim. His native plane for the purposes of spells such as banishment is one of the following: the Abyss, Limbo, or the Far Realm (player's choice).

    ---Fallen Travelers---
    Fallen who have levels in the traveler base class (that is to say, now fallen travelers) gain extra abilities the more traveler levels they have. A fallen traveler who becomes one of the Fallen gains all of the following abilities that apply, according to the number of traveler levels the character has.
    1-2: Wild surge +1 (as wilder), psychic enervation (as wilder)
    3-4: Surging euphoria +1 (as wilder)
    5-6: Wild surge +2, smite law 1/encounter (Add Charisma modifier to attack and combined traveler and fallen traveler levels for damage against lawful creatures)
    7-8: Surging euphoria +2
    9-10: Wild surge +3, smite law 2/encounter
    8 or more: Chaotic rebirth (a fallen traveler of this level gains a level in the fallen traveler class for each traveler level he trades in. The character level of the character does not change. With the loss of traveler levels, the character no longer gains as many extra abilities for being a fallen traveler.
    Last edited by ErrantX; 2010-07-12 at 06:17 PM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    --FEATS--

    Deeper Understanding [General]
    You've spent additional time reflecting on the nature of the multiverse, and as such have gained deeper understanding of the connection you have with it.
    Prerequisites: Knowledge (psionics) 9 ranks, Knowledge (the planes) 9 ranks.
    Benefit: You gain an additional Esoterica or Chaotika trait that you qualify for.

    Crystalline Shield [General]
    You have learned to generate both a weapon and shield from your psicrystal.
    Prerequisites: Psicrystal weapon class feature, psicrystal weapon +1, shield proficiency.
    Benefit: You may split off a portion of your psicrystal to become any type of shield you are proficient with. Additionally, this psicrystal shield gains an enhancement bonus whenever the traveler gains a bonus to his psicrystal weapon's enhancement bonus or the crystalline enhancement class feature (selecting from the available enhancements for shields).

    Nomadic Hunter [General]
    You've learned to pair the teachings of the ranger with the nomadic lifestyle of the traveler.
    Prerequisite: Favored enemy class feature, dimensional step class feature.
    Benefit: You may count your ranger level and your traveler level together to determine the effectiveness of your favored enemy class feature, your psicrystal weapon's enhancement bonus, and your dimensional step class features.

    Devoted Nomad [General]
    While not normal amongst your nomadic brethren, you've learned to blend the serenity of being a traveler with the grace of your paladinhood.
    Prerequisites: Divine grace class feature, smite evil, dimensional step class feature.
    Benefit: Your traveler and paladin levels stack to determine the effectiveness of your dimensional step, your psicrystal weapon's enhancement bonus, and your smite evil class features. Additionally, when smiting a both chaotic and evil creature, you may add your Wisdom modifier to the smite attempt with your Charisma.

    Intellectual Nomad [General]
    Instead of deep philosophical reasoning, your serenity comes from an intellectual understanding of the multiverse.
    Prerequisite: Psicrystal weapon class feature, serenity class feature (or nomad scholar ACF).
    Benefit: You may use your Intelligence in place of your Wisdom to determine your Serenity class feature or any other Wisdom based Esoterica and may use your Intelligence instead of your Wisdom for determining additional power points and psionic power saving throw DC's.

    --ALTERNATE CLASS FEATURES--

    Nomad Scholar
    You have spent more time in scholarly pursuits, and while you do not hold the unshakable serenity of your fellows, you are far more educated.
    Replaces: Serenity class feature
    Benefit: Gain bardic knowledge class feature at first level.

    Augmented Weapon
    Your psicrystal does not form a traditional weapon, instead it augments a weapon you possess.
    Replaces: Psicrystal weapon
    Benefit: You instead may temporarily add your psicrystal weapon and crystalline enhancements to an existing weapon, overwriting any enhancements that weapon currently possesses. This enhancement lasts until the traveler recalls his psicrystal from augmenting his weapon. This weapon may be any type of weapon, including ranged weapons or weapons that use ammunition. The character may either use physical ammunition he possesses, or may generate a number of ammunition up to half his manifester level in temporary mundane ammunition for the cost of one power point. This ammunition lasts for one minute or until used. Any mundane ammunition, temporary or not, receives whatever bonuses the traveler's psicrystal enhancement and crystalline enhancement grants.

    ---

    Okay, so this was the undertaking of several days, and I'm pretty proud of it. But, however, like any proud parent I need to step away and let it be on it's own instead of continually trying to change it. This is a labor of love based on a now defunct / totally changed guild from a mud I used to play on called Lost Souls.

    I'm aiming for a tier 3 class level, high end of it likely, but not quite tier 2. The esoterica get potent at the top end, but considering the levels of spells that spellcasters will be tossing around, they're not quite as frightening.

    What I'm looking for is honest critique with this class, and above all, suggestions accompanying those critiques. Telling me something is over/under powered isn't helpful, telling me why it is and what you'd do to change it is. Obviously, I'm not against praising remarks either, but if you like something, any reasons you could give as to why would be just as helpful. I'm considering this finished for the time being, but I'm fine with edits if the need is there.

    Anyhow, PEACH away!
    -X
    Last edited by ErrantX; 2010-10-26 at 12:31 AM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Why are some abilities marked (Ps) and others marked (Su)?(Seriously, I don't know, but it seems really strange)

    Also, why must the weapon be forced into a +5 with +5 equivalent abilities, instead of simply giving him a +10 weapon which he can adjust as he pleases within the rules?

    The Lawful alignment seems forced. Transportation is a highly chaotic theme, after all, and the class abilities generally don't support alignment either way in their crunch.

    Telekinetic Adept seems worthless. Spend a move action to wave your sword around, but you must choose: Attack or move. Problem is, who's going to be dumb enough to stand next to the swinging weapon? On top of that, that's your weapon, that you're probably wanting to use on your standard action to make people fall down dead. Since this class seems like a PW + Soulblade with adjustments to make it play differently, I'm expecting that, in the end, it'll fill a similar schtick to the PW(much like the warblade/crusader fill similar schticks). Telekinetic Adept doesn't boost this, it hinders it.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    I demand a PbP with this class. holy heck this is exactly what I wanted soulknife to be!
    I'm not sure that the Blade-line esoterica really match up...
    Last edited by Bitter Iocus; 2010-05-27 at 04:49 PM.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    If these guys are supposed to be dimensional travelers, i'd suggest making Astral Traveler or Caravan or whatever that level one power is part of their repetoire automatically. It wouldn't underpower them to sacrifice one of the slots they'd otherwise have for powers and would reinforce the point.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by Mulletmanalive View Post
    If these guys are supposed to be dimensional travelers, i'd suggest making Astral Traveler or Caravan or whatever that level one power is part of their repetoire automatically. It wouldn't underpower them to sacrifice one of the slots they'd otherwise have for powers and would reinforce the point.
    That's a really good point. I will likely do that. Thank you for your input!

    Quote Originally Posted by Godskook View Post
    Why are some abilities marked (Ps) and others marked (Su)?(Seriously, I don't know, but it seems really strange)
    Ps means psi-like ability, as opposed to a Sp (spell-like). Su means supernatural.

    Also, why must the weapon be forced into a +5 with +5 equivalent abilities, instead of simply giving him a +10 weapon which he can adjust as he pleases within the rules?
    Because the planar blade line augments this specifically. It increases the crystalline enhancement class feature by an additional +3 (so technically you can get up to a +13 weapon pre-epic). EDIT: That's not a bad idea though, as something a Planar Blade can do.

    The Lawful alignment seems forced. Transportation is a highly chaotic theme, after all, and the class abilities generally don't support alignment either way in their crunch.
    I am intending them to be philosopher warriors, ascetic psychic warriors and the like. They travel as part of their mantra. The wandering monk mantra is totally kosher, and this is on the same lines. Monks, for example, get ki strike (lawful). That's the only thing they get that's actually at all "lawful" about that class. Paladin's have a LG req but they only really fight evil, they get no powers specifically against chaos in their class features.

    Telekinetic Adept seems worthless. Spend a move action to wave your sword around, but you must choose: Attack or move. Problem is, who's going to be dumb enough to stand next to the swinging weapon? On top of that, that's your weapon, that you're probably wanting to use on your standard action to make people fall down dead. Since this class seems like a PW + Soulblade with adjustments to make it play differently, I'm expecting that, in the end, it'll fill a similar schtick to the PW(much like the warblade/crusader fill similar schticks). Telekinetic Adept doesn't boost this, it hinders it.
    Okay, I'll give you this. I'll adjust that power some.

    EDIT: Okay, I fixed Telekinetic Adept for that issue. I was seeing it as the traveler telekinetically wielding his weapon within that range on his move action, and manifesting additional powers with his standard action.

    Thanks!
    -X
    Last edited by ErrantX; 2010-05-27 at 06:16 PM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by Bitter Iocus View Post
    I demand a PbP with this class. holy heck this is exactly what I wanted soulknife to be!
    I'm not sure that the Blade-line esoterica really match up...
    Okay, so if the esoteric path of the Planar Blade is weak, what can we do to shore it up to get it in line with the Astral Minds and the Nomadic Lords? Also, if anyone else has ideas for Esoterica paths or even prestige classes and feats, I'd be happy to hear them! I'm going to start work on the Fallen Traveler prestige class likely tomorrow.

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by ErrantX View Post
    Ps means psi-like ability, as opposed to a Sp (spell-like). Su means supernatural.
    Ah, my hang-up was that it was similar to Su. This is what I get for avoiding the most popular vancian alternative out there.

    Quote Originally Posted by ErrantX View Post
    Because the planar blade line augments this specifically. It increases the crystalline enhancement class feature by an additional +3 (so technically you can get up to a +13 weapon pre-epic).
    That makes it different, I suppose. Moving on.

    Quote Originally Posted by ErrantX View Post
    I am intending them to be philosopher warriors, ascetic psychic warriors and the like. They travel as part of their mantra. The wandering monk mantra is totally kosher, and this is on the same lines. Monks, for example, get ki strike (lawful). That's the only thing they get that's actually at all "lawful" about that class. Paladin's have a LG req but they only really fight evil, they get no powers specifically against chaos in their class features.
    1.On one side, 3.5 paladins and monks are really bad examples of everything.

    2.On the other, they're both concepts that extend beyond 3.5 or even D&D. I could point to quite a few different sources, and "Monastic Martialist" and "Honor-bound holy warrior" are very common flavors which are what 3.5 was replicating. Sure, they failed, but that brings us back to #1.

    So, in other words, can we leave them out of this? My point is that the concept doesn't 'feel' lawful, it feels like it could fit into any alignment, and that in turn makes the alignment tag feel forced.

    For some examples of well-fluffed alignments:
    -Ur-Priest - Ok, that class as a whole was poorly conceived, but the alignment choice was a solid one for 90% of settings
    -Daggerspells - I absolutely love the classes from a flavor perspective
    -Malconvoker - The first on the list with explicit crunch on the subject, and it makes a lot of sense fluff-wise too.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by Godskook View Post
    *snip*

    For some examples of well-fluffed alignments:
    -Ur-Priest - Ok, that class as a whole was poorly conceived, but the alignment choice was a solid one for 90% of settings
    -Daggerspells - I absolutely love the classes from a flavor perspective
    -Malconvoker - The first on the list with explicit crunch on the subject, and it makes a lot of sense fluff-wise too.
    Well, it sounds like your biggest complaint about the alignment restriction is a lack of fluffing it out more. If that's the case, I'll be happy to do so. I'm seeing these people as warrior-philosophers, they have a strong sense of discipline (not unlike a monk). I will fluff that out more and maybe I can convert you to my way of thinking on the subject. I thank you for pushing the issue; it will make this class better for it! Do you have any suggestions that will make this class more lawful then?

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Made some tweaks to the Path of the Planar Blade's abilities, and added the astral traveler/caravan powers to the class ability lists. I'm currently writing fluff and a fallen traveler prestige class. Expect that soon!

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by ErrantX View Post
    Well, it sounds like your biggest complaint about the alignment restriction is a lack of fluffing it out more. If that's the case, I'll be happy to do so. I'm seeing these people as warrior-philosophers, they have a strong sense of discipline (not unlike a monk). I will fluff that out more and maybe I can convert you to my way of thinking on the subject. I thank you for pushing the issue; it will make this class better for it! Do you have any suggestions that will make this class more lawful then?

    -X
    First of all, heh, not the reaction I was shooting for, but it'll do. :)

    Second, as for ideas to 'justify' a lawful alignment on a group of travelers(really, traveller is a very chaotic concept), you need a really good reason to travel. And it needs to be unifying, at least conceptually. Something that forces a lawful alignment, like how malconvokers are all non-evil because non-evil is kinda required for a class devoted to fighting evil in all its forms. Same with Daggerspells.

    Best idea I can come up with during this 30 second break from work is consider porting a public worker concept into D&D, or in other words, fluff this as a PC version of an Inevitable. After all, while wandering without reason is strict a chaotic thing to do, wandering solely because its your 'job'(percieved or divinely granted) is lawful to a tee.

    Maybe its their job to seal any and all portals that devils/demons(whichever is chaotic) and elder evils use to get to the material plane. Since psionics are(at least in some settings, maybe that was 4.0) a 'immune system reaction' to the far realm, you could add a lot of flavor to them with that, and it'd make them feel far more lawful.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Alright, I've added some additional fluff for the travelers at the end of the class, it's beneath the spoiler. Hopefully that will help with what I'm trying to accomplish. Added in a bit on fallen travelers and how to atone. Going back to work on the Fallen PrC now! Their fluff is up!

    -X
    Last edited by ErrantX; 2010-06-03 at 02:03 AM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Let's get this out in the open: Law and Chaos do not have any meaning under the standard D&D rules.

    We are aware that you personally probably have an understanding of what you think Law and Chaos are supposed to mean, especially if you've been playing this game for a long time. You possibly even believe that the rest of your circle of friends thinks that Law and Chaos mean the same thing you do. Chances are that you are wrong. The nature of Law and Chaos is the source of more arguments among D&D players than any other facet of the game. More than attacks of opportunities, more than weapon sizing, more even than spell effect inheritance. And the reason is because the "definition" of Law and Chaos in the Player's Handbook is written so confusingly that the terms are not even mutually exclusive. Look it up, this is a post on the internet, so it's perfectly acceptable for you to stop reading at this time, flip open the Player's Handbook, and start reading the alignment descriptions. This post will still be here when you get back. … There you go! Now that we're all on the same page (page 104), the reason why you've gotten into so many arguments with people as to whether their character was Lawful or Chaotic is because absolutely every action that any character ever takes could logically be argued to be both. A character who is honorable, adaptable, trustworthy, flexible, reliable, and loves freedom is a basically stand-up fellow, and meets the check marks for being "ultimate Law" and "ultimate Chaos". There aren't any contradictory adjectives there. While Law and Chaos are supposed to be opposed forces, there's nothing antithetical about them in the descriptions in the book.

    Having relayed that information, I'll PEACH.

    Quote Originally Posted by ErrantX View Post
    A rare breed of psionic adventurer, the traveler is a nomadic warrior whose psychic strength lies strongly in the realms of psychoportation and psychometabolic strengths. This peculiar talent lends itself to those who desire order in the world, and through their intense philosophical background and their desire bring order to chaos, travelers carry the light of law on their person at all times.
    Hooray, I know what I'm looking at now. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    GAME RULE INFORMATION:
    Abilities: Wisdom is the most important attribute of the traveler, due to his reliance on that attribute for both his manifesting as well as several class features. Following that, Strength and Constitution are important for melee combat, Dexterity for better defenses for the lightly armored traveler, and Intelligence for more skill points.
    HD: d8

    Traveler
    {table=head]Level|BAB|Fort|Ref|Will|
    Special
    |Power Points|Powers Known|Max Level

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Psicrystal affinity, trinket, psicrystal weapon
    |
    3
    |
    2
    |
    1st

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Serenity, bonus power known (astral traveler)
    |
    5
    |
    3
    |
    1st

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    Dimensional Step
    |
    7
    |
    4
    |
    1st

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Psicrystal weapon +1
    |
    11
    |
    5
    |
    2nd

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Bonus psionic feat
    |
    15
    |
    6
    |
    2nd

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |
    Crystalline enhancement +1
    |
    19
    |
    7
    |
    2nd

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |
    Esoteric path, esoterica
    |
    23
    |
    8
    |
    3rd

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |
    Psicrystal weapon +2, bonus power known (astral caravan)
    |
    27
    |
    9
    |
    3rd

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |
    Esoterica
    |
    35
    |
    10
    |
    3rd

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |
    Bonus psionic feat, crystalline enhancement +2
    |
    43
    |
    11
    |
    4th

    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    |
    Esoterica
    |
    51
    |
    12
    |
    4th

    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |
    Psicrystal weapon +3
    |
    59
    |
    13
    |
    4th

    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |
    Esoterica
    |
    67
    |
    14
    |
    5th

    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |
    Crystalline enhancement +3
    |
    79
    |
    15
    |
    5th

    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    |
    Bonus psionic feat, esoterica
    |
    91
    |
    16
    |
    5th

    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |
    Psicrystal weapon +4
    |
    103
    |
    17
    |
    6th

    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |
    Esoterica
    |
    115
    |
    18
    |
    6th

    18th|
    +13
    |
    +6
    |
    +6
    |
    +11
    |
    Crystalline enhancement +4
    |
    127
    |
    19
    |
    6th

    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |
    Esoterica
    |
    139
    |
    20
    |
    6th

    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |
    Philosophical enlightenment, psicrystal weapon +5
    |
    151
    |
    21
    |
    6th
    [/table]

    Class Skills: The traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) x4
    Skill Points per Level: 4 + Int modifier
    Okay, so a melee focused wisdom-based psionic class. d8 HD, 3/4 BAB, one good save, slightly better skills than the Psychic Warrior, as well as one extra power in the long run, and a few more daily power points. I see you used the Psychic Warrior as a skeleton for this class, so we'll use that as the measuring stick. So far the class is 'average' at most things, though, with a slight spread of MAD, as you have 4 ability scores to rely on (Str, Dex, Con, and Wis). We'll see how the class features impact that.

    Quote Originally Posted by ErrantX View Post
    Weapon and Armor Proficiency: Travelers are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.
    Okay, so light armor only, and no sheilds. See a slightly higher need for Dex and Con so far. Currently lagging behind the Psychic Warrior in overall power, as the Psychic Warrior can forget Dex and just invest in a crystal fullplate, leaving behind a small ammount of MAD.

    Quote Originally Posted by ErrantX View Post
    Psicrystal Affinity: The traveler gains Psicrystal Affinity as a bonus feat at 1st level.
    I always liked that feat. I'm glad to find a melee class that gets it for free. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Trinket: At first level, the traveler's psychic talent manifests a piece of crystallized ectoplasm, forming a piece of simple yet beautiful jewelry. Within this piece of jewelry resides his mind's connection to the universal order of the universe and the planes, and its perfect symmetry expresses this. Trinkets usually take the form of elegant bracelets, necklaces, rings, or earrings, but other jewelry items (especially ones with cultural importance) are possible. This piece of jewelry has no seams and fits perfectly to the body, so easy removal of this trinket is impossible without cutting it off of the traveler. Should this occur, he may form another trinket upon a day of meditation. This trinket causes the traveler to emanate an aura of law as a cleric of his level. Travelers may recognize each other by this trinket, and some even use it as a sort of waypoint for meeting others of their kind.
    Eh, okay, makes you glow like a cleric. This class feature is neat, but is more of a non-issue, tbh. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Psicrystal Weapon (Su): Through his will and psionic power, the traveler has established a dominant link with his psicrystal to the point where he can morph its form into a crystal melee weapon in which he is proficient with as a move action. While in the form of a weapon, the traveler still retains the benefits of the psicrystal (when in weapon form, however, the psicrystal cannot propel itself in any fashion on it's own, it has to revert to it's natural state to move). If disarmed or sundered, the psicrystal weapon reverts to the form of a psicrystal (shards of the broken weapon evaporate off as ectoplasm if the weapon is sundered). If the weapon is sundered, the traveler loses the benefits of his psicrystal and psicrystal weapon for 24 hours due to the psychic shock to the psicrystal itself. If the psicrystal itself is destroyed, then this class feature is unavailable until such a time as the traveler gains a new psicrystal.

    Additionally, at 4th level, this weapon improves to becoming a +1 psionic weapon, and gains additional potency at 8th, 12th, 16th, and 20th level.
    Oh ho? A new trick for my psyicrystal? Well thank you, I like. Also, up above, in the weapon prof. line, you stated that they are proficient in their crystal weaponry, and, here, you said that the crystal can only become a weapon they are proficient in. Just pointing out the repetition. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Serenity (Su): At 2nd level, the traveler's connection to the multiverse deepens through his philosophies and his insight, granting him greater defense against the perils of existence. The traveler may add his Wisdom modifier to his Fortitude and Reflex saves instead of his Constitution and Dexterity modifiers respectively.
    Okay, I'm not sure if this helps or hurts the MAD in this class. The guys already need Dex and Con for their AC and hp (since they've only got light armor without a shield), and they need their Str to balance out their 3/4 BAB, so, before this class feature, the only thing they need Wis for is their Will save and their manifesting. After this class feature, though, they have the ability to turn their eyes more onto Wisdom and forsake their Dexterity and Constitution. The thing there, is that either way, you'll be ramping your saves up high, so the only real difference is that with one direction you'll be saying 'glass cannon master manifester', and the other you'll be saying 'manifesting master melee tank'. Really, this is a curve ball.

    Quote Originally Posted by ErrantX View Post
    Bonus Power Known: At 2nd level, the traveler learns the secret of joining others on planar journeys, gaining the astral travaler power as a bonus power. At 8th level, he learns to lead such forays, learning the astral caravan power as a bonus power.
    Okay, hooray for travelling. Good to cement the class concept in it's place, have to admit. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Dimensional Step (Ps): Due to the psychoportive nature of the powers a traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The traveler may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known.
    More travelling, and a closer and closer feel to 'glass cannon master manifester' so far. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Bonus Psionic Feat: At 5th, 10th, and 15th level, the traveler gains a bonus psionic or metapsionic feat.
    Hooray. Never can have enough feats, have to admit. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Crystalline Enhancement (Su): The traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 6th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 14th and 18th level. Once chosen, the special ability may be changed if the traveler spends one hour in meditation.
    I like this, quite a bit. Getting a free, half-way decent item is always a good thing. I see nothing to critisize or put down here. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Esoterica: Each of the following paths of esoterica contain within them six individual esoterica. The character must select the first esoterica upon the path to gain the following one, and so forth. He may select esoterica from any path, but he must start at the first tier and work your way up. Travelers may specialize in a single path, or become well rounded by selecting esoterica from the various paths.
    Ooooo, neat. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Path of the Astral Mind: The path of the Astral Mind emphasizes the secrets of the mind and the inner universe as a way to explore and express one's self through the multiverse. Travelers who follow this path of esoterica often are a bit detached and aloof, and mentally quite powerful in both the fields of academia and psionics.
    Spoiler
    Show
    1) Mental Acuity (Ex): The traveler with this bit of esoterica has trained his mind to be ever vigilant and alert through rigorous mental exercises. The traveler may add his Intelligence modifier as a bonus to Initiative.
    2) Ectopic Skin (Su): While primarily focusing on the discipline of psychoportation and psychometabolism, the traveler learns an important lesson from the arts of metacreativity. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the traveler may expend his psionic focus to create a seamless suit of ectoplasmic armor with an armor class bonus equal to his Wisdom modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn), as it is an expression of his nature, and may be called for at will. Ectopic skin may be used with the traveler is unarmored or wearing light armor.
    3) Telekinetic Adept (Su): The traveler with knowledge of telekinetic powers gains greater potency with these, manifesting these powers as if he were one manifester level higher. Additionally, a traveler with this ability may expend his psionic focus to telekinetically wield his psicrystal weapon, using his Intelligence modifier plus his base attack bonus to attack with the weapon at a range of 30ft. Control of this weapon does require some concentration, requiring that the traveler use his move action to control it. A telekinetically controlled weapon may only attack once per round as part of the move action used to control it, and it may only move up to 30ft on its action. The weapon cannot move beyond its 30ft range without reverting back into its psicrystal form. While he is telekinetically wielding his psicrystal weapon, he cannot regain his psionic focus.
    4) Telekinetic Master (Su): A master at telekinetic abilities, a traveler with this esoterica has learned to use his mind as well as his own hands and more. Telekinetic force and telekinetic thrust both operate at double strength (50 lbs per manifester level) and telekinetic maneuver adds both the traveler's Intelligence and Wisdom modifiers to the rolls.
    5) Psychic Wellspring (Su): The traveler who possess this esoterica has learned much of the psionic arts, having studied at great lengths with both tomes and masters, and has experienced much about the living multiverse. Through both his own native spiritual enlightenment and philosophical insight, he taps deeper into his own psychic wellspring. The traveler gains bonus power points from both his Intelligence and his Wisdom score.
    6) Unbreakable Serenity (Ex): Through his philosophical enlightenment and supreme will, the traveler gains immunity to mind affecting abilities as if he were under a permanent personal mind blank. Additionally, the traveler's wisdom has granted him intimate knowledge of his mind's inner workings, granting him psychic reformation as a bonus power known.
    Okay, one at a time:
    • Uh oh, taking on Int as an additional ability score? MAD is starting to strain against the limit. Glass Cannon Travellers could benefit from Mental Acuity, though, as whether they win or lose usually hinges on who goes first.
    • Wisdom to AC. Now there we go. MAD of this class suddenly dropped like a rock. Of course, this path requires you to also pick up Int as well, or waste your level 7 class feature. Also, before level 9, the class will be struggling a bit with MAD all the same. Have to say that this is good, but almost too little too late.
    • I like this next one. Neat little trick, good for keeping yout opponent busy. Of course, this is level 11, in a few more levels you could just give your psyicrystal weapon the Dancing property. Besides, one attack per round isn't remarkable. So, neat boost, but no cigar.
    • Ah, okay, neat. Not exactly appropriate for level 13, of course, but good. I can see this getting some occasional usage.
    • Okay, lot of power points. Master manifester gets something shiney from going all out in this path. Of course, this is level 15. It's good, of course, granting upwards of an extra 30 pp a day, but, at level 15, you hope to be fighting devils and angels. I'd say more than just extra pp would be needed.
    • Woo, mind blank and a gate of versatility. Absolutely nothing bad about this, even remotely, even at level 17.

    Okay, that one was a little lack luster, but, came away with a strong capstone, so, this one will just barely manage to get a thumbs up.

    Quote Originally Posted by ErrantX View Post
    Path of the Nomadic Lord: Followers of the path of the Nomadic Lord are restless folk who often times spend months at a time on the road, searching for wisdom and enlightenment. Travelers of this philosophical bend often make friends and comrades everywhere they go, but rarely form lasting attachments, as their travels always seem to move them on.
    Spoiler
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    1) Dimensional Student: You manifest psychoportive abilities at one manifester level higher.
    2) Mettle (Ex): The traveler's serenity continues to reinforce his mind's dominion over the physical form. Upon a successful Fortitude or Will save against an attack that would normally have a reduced or lessened effect (such as any save that would result in a partial or half strength on a successful save) he instead completely negates the effect. An unconscious or sleeping traveler does not get this bonus.
    3) Dimensional Aura (Su): Through his travels through the planes, a traveler encounters many different types of environments, hostile or otherwise. As a standard action, the traveler may expend his psionic focus to manifest a shimmering aura that defends him from the dangerous of extraplanar explorations. This shimmering aura acts a constant adapt body power, and may be used at will.
    4) Improved Dimensional Step (Su): The traveler's faculty with his dimensional step class feature improves, allowing him to utilize it at will. Additionally, his dimensional step class feature no longer emulates dimensional hop, it begins now to operate as dimensional slide in regards to its range while continuing to be a swift action.
    5) Dimensional Adept (Su): A traveler with this bit of esoterica is capable of aiming his teleportation abilities expertly, allowing him to teleport to specific people he is familiar with. When using teleport, greater teleport, plane shift, or any psychoportive ability that allows for instantaneous travel from one location to another location, he may instead substitute the location for a person with whom the traveler is familiar with. Additionally, he may join up with any traveler that he simply knows the name of by virtue of the shared connection to the universe through their trinkets.
    6) Dimensional Master (Su): A traveler of this magnitude is rare, as his psychoportive abilities have reached a masterful apex, allowing for him to manifest any psychoportive powers he knows as a swift action at no additional cost, or additional need for the Quicken Power feat and expenditure of his psionic focus. Additionally, he manifests psychoportive powers as if he were one manifester level higher (stacking with dimensional student for a total manifester level increase of +2).
    Next:
    • Okay, now that's what I'm talking about.
    • Woo, I'm liking this path already.
    • Okay, safety for the PC at a moments notice. Worth having, for sure.
    • Alright, the guy starts moving really, really fast. I have to say that this is actually a good boost to power for level 13, despite the fact that it's only mobility.
    • Alright, neat, interesting flavor ability. Good in case you're looking for guy X, or got seperated from your party. Not sure I'd go out of my way to take it for my level 15 ability, though.
    • Another big game impacting class feature. Good for level 17, for sure, and a strong reason to take this path all the way.

    This one earns a thumbs up easily. It's very enticing at level 7, and actually holds it's usefulness all the way through to the end.

    Quote Originally Posted by ErrantX View Post
    Path of the Planar Blade: Those that walk the path of the Planar Blade see themselves as the guardians of cosmic order in the multiverse. These travelers go from place to place, world to world, quelling the uprisings of chaos and seeking to establish law. Upfront and aggressive at times, these travelers are warrior-ascetics who find their spiritual enlightenment in battle.
    Spoiler
    Show
    1) Lawful Weapon (Su): The traveler's psicrystal weapon is infused with the essence of order, and strikes as a lawfully aligned weapon and possesses the axiomatic weapon quality.
    2) Smite Chaos (Su): The traveler gains the supernatural ability to smite chaos three times per encounter, adding his Wisdom modifier to hit and his traveler level to damage when using his psicrystal weapon.
    3) Impervious: The traveler's psicrystal weapon is far more durable, and it gains an additional +50 hit points and +10 hardness. Your weapon also strikes as adamantine when determining sunder results. Your crystalline enhancement is treated as if it were an additional +1 higher.
    4) Blade Adept (Ex): The traveler is a skilled scion of battle with his psicrystal weapon, and are treated as if he possessed both Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. He also gains supremacy over the form of the weapon, allowing him to separate the weapon into two weapons of the same type. These weapons possess an enhancement bonus of one less than a single weapon, but otherwise function identically. Your crystalline enhancement is treated as if it were an additional +1 higher (now +2)
    5) Blade Paragon (Su): A paragon of bladework, a traveler who walks the Path of the Planar Blade gains a serene sense of purpose with his weapon, his mental powers bolstering his skill with it. He may add his Wisdom modifier to damage when wielding his psicrystal weapon. Your crystalline enhancement is treated as if it were an additional +1 higher (now +3).
    6) Blade Master (Ex): A traveler of this caliber has mastered the power of his psicrystal blade completely, allowing it special abilities far beyond the arts of less martial travelers. Firstly, he may change the weapon special qualities gained by the crystalline enhancement class feature as a move action every round. Secondly, the psicrystal weapon’s critical damage multiplier increases by one and he may expend his psionic focus to automatically confirm a critical hit when a threat is rolled. Lastly, the weapon counts as the necessary material required to overcome damage reduction (such as cold iron or silver) when attempting to overcome damage reduction due to the mutable nature of the ectoplasm hardening the blade.
    Almost there:
    • Very situational, but I could see it being liked.
    • Smite Chaos, once again, very situational, but still could be used on occasion.
    • Sunder-proof, and a bigger gun. Enjoyable. I always say that 'more than enough gun' is always acceptable. Having a Speed Scythe makes this very nice.
    • Oh, bigger and bigger. I see this path leading to some mean melee brutes.
    • Huge weapon. At this level you have a total of +6 enhancements (with Axiomatic on top of that) and a +3 bonus. Off the top off my head I could see this being a +3 Axiomatic Collision Speed Keen Great Axe with Wisdom added on to damage.
    • Whoa. Nice cap stone. Lends a ton of versatility to your melee prowess.

    This path starts out a little shaky, but then delivers the goods in droves. Gonna have to give this one a thumbs up, for sure.

    Quote Originally Posted by ErrantX View Post
    Philosophical Enlightenment: The traveler has reached a place of true enlightenment of mind, body, and spirit. Through this enlightenment, he achieves a sort of transcendence of being, and his spirit becomes tied to the myriad of planes in existence. His type changes to Outsider with the Psionic, Lawful, and Extraplanar subtypes, and he becomes immune to any attempt to forcefully banish or teleport him (unless he chooses to allow it to work).
    Flavor capstone. Thumbs up.

    Quote Originally Posted by ErrantX View Post
    Traveler Power List
    1st- burst, call to mind, catfall, conceal thoughts, crystal shard, deceleration, detect psionics, detect teleportation, dimension hop, eidetic lock, far hand, float, force screen, inertial armor, know direction and location, mighty spring, precognition (defensive), precognition (offensive), prescience (offensive), psionic endure elements, skate, slow breathing, thicken skin, urban strider, vigor.
    2nd- animal affinity, biofeedback, body adjustment, body equilibrium, body purification, concealing amorpha, crystalstorm, damp power, detect hostile intent, dimensional swap, evade attack, feat leech, hustle, prowess, psionic levitate, psionic lion's charge, psionic tongues, psychoportive shelter, serenity, sustenance, swarm of crystals, thought shield, wall walker.
    3rd- danger sense, dimensional twister, dimensional slide, ectoplasmic form, escape detection, evade burst, heavy earth, psionic keen edge, solicit psicrystal, telekinetic boomerang, telekinetic force, telekinetic thrust, time hop, ubiquitous vision.
    4th- correspond, energy adaptation, greater concealing amoprha, psionic dimensional anchor, psionic dimension door, psionic dismissal, psionic fly, psionic freedom of movement, psionic teleport, telekinetic maneuver, trace teleport, weapon of energy.
    5th- anticipatory strike, baleful teleport, empower weapon, ethereal agent, hail of crystals, metaconcert, perfect riposte, psionic plane shift, telekinetic buffer, teleport trigger, temporal reiteration.
    6th- dream travel, ethereal abduction, inconsistent location, personal mind blank, psionic banishment, psionic greater teleport, psionic overland flight, retrieve, suspend life, temporal acceleration.
    Likely need to add Hustle and Expansion to this list, since the class has such a clear melee focus. Other than that, thumbs up.

    All in all, this class holds pretty strongly together all the way through, and I could see some variety in a standard character using it. The paths are an interesting little twist that adds some kick to an otherwise average character. I'll admit, I like this class as a whole. It just could use some minor fine-tuning.



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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    First off, Rithaniel I would like to thank you for such an in-depth look over of the class and your praising of it. It's in the tweaks stage right now so your thorough analysis of it is very helpful, thank you!

    Secondly, I have uploaded the majority of the Fallen Traveler today (crunch wise). I do not have it's signature abilities, the Chaotika, uploaded because I'm running across some writer's block so I'm curious as to what my fellow Playgrounders have for ideas for them. The Urge of Introspective Denial is for improved power manifestation (analog to the Astral Mind), the Urge of the Warp Wolf is going to have some mobility abilities but I also want it to have some form changing potentially (analog of the Nomadic Lord). Lastly, the Urge of the Prismatic Knife is for melee combat abilities (analog to the Planar Blade). Suggestions, thoughts, and critiques are encouraged. Thanks!

    -X
    Last edited by ErrantX; 2010-06-03 at 03:36 PM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Chaotika: Each of the following urges of chaotika contain within them six individual chaotika. The character must select the first chaotika upon the urge to gain the following one, and so forth. He may select chaotika from any urge, but he must start at the first tier and work your way up. Fallen may specialize in a single urge, or become well rounded by selecting chaotika from the various urges.
    Urge of the Introspective Denial
    Urge of the Warp Wolf
    Urge of the Prismatic Knife
    nice class... but, where are the urges?

    also, the Fallen traveler doesn't seem to limit you in any way to be an EX traveler

    again... it looks nice, but, full manifesting seems a little wrong, with that hd and that quantity of abilities (and outsider type! don't mindme... 13 levels? just noticed that).

    i would take away two to three levels of manifesting and give some nice abilities to the urges, if there are any.

    also, if the abilities are not too much powerfull, perhaps a feat "extra chaotica" that can be taken by any class would be nice.

    don't mindme, just mumbling nonsense and asking for the urges.
    Last edited by Germille; 2010-06-30 at 02:17 AM.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by Germille View Post
    nice class... but, where are the urges?

    also, the Fallen traveler doesn't seem to limit you in any way to be an EX traveler

    again... it looks nice, but, full manifesting seems a little wrong, with that hd and that quantity of abilities (and outsider type! don't mindme... 13 levels? just noticed that).

    i would take away two to three levels of manifesting and give some nice abilities to the urges, if there are any.

    also, if the abilities are not too much powerfull, perhaps a feat "extra chaotica" that can be taken by any class would be nice.

    don't mindme, just mumbling nonsense and asking for the urges.
    I've just been a bit overloaded IRL, I'm working on finishing the Fallen here soon. I am not limiting entry to the Fallen because I enjoy the idea that someone who was never initiated to the truth like a real Traveler can still learn the ways of the Fallen, makes them more menacing. Full manifester progression, yeah, while potent... I'm still working on them. Check back soon, I'll make a post when I finish them and some feats! Thank you!

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Okay, it has been a little while (a lot longer than I wanted) since I could work on these classes, but I have FINALLY finished the Fallen Traveler and posted it with all of its Chaotika up. Please please please take a look at them and let me know what you think of them, PEACH, etc etc. Thank you!

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by ErrantX View Post
    A rare breed of psionic adventurer, the traveler is a nomadic warrior whose psychic strength lies strongly in the realms of psychoportation and psychometabolic strengths. This peculiar talent lends itself to those who desire order in the world, and through their intense philosophical background and their desire bring order to chaos, travelers carry the light of law on their person at all times.
    I like the emphasis on Psychoportation and Psychometabolism, personally. The lawful thing... eh, it seems at odds with traditional D&D Law. Of course, D&D has always been ambiguous about both Law and Chaos, but this class seems to go in for the Law-as-Good schtick a little too heavily, and the wandering thing seems at odds with anti-Chaotic types. At one point the description sounds rather like that of a Bard, even...

    Quote Originally Posted by ErrantX View Post
    Adventures: Travelers adventure to advance their spiritualist nature as well as to bring order, purpose, and unity to the multiverse. The nature of the traveler itself is one of introspection and self-enlightenment through psychic and martial growth in a very strict yet personal code of conduct. These psychics often seek out areas of spiritual significance on any plane, as well as ancient temples and libraries to study ancient philosophies and gain enlightenment from any wise soul they come into contact with.
    Anyway, I really like the imagery here, very nice.

    Quote Originally Posted by ErrantX View Post
    Characteristics: Travelers manifest psionic powers much like a psion or a psychic warrior would, augmenting their martial skill with formidable psychoportive talents for greater mobility in battle. Strongly focusing on their psicrystals as both tool and weapon, the traveler learns many different secrets, called esoterica, that increase his power and potential. One characteristic that unifies all travelers is their need to travel and experience new things and new places. Inherently contradictory at first glance, the ordered and disciplined nature of the traveler is often seemingly at odds with the wanderer's lifestyle, but as they respect law and order in society, they know in the wild's one's personal code and discipline, as well as dedication to universal order, is equally important.
    I really like the use of the term "Esoterica" - it just sounds like something Psionic (yay for Greek roots). I've read the whole thing, though, and I'm not sure you've entirely cleared up the inherent contradiction here... but whatever, D&D alignment is silly anyway, especially the ethical axis.

    Quote Originally Posted by ErrantX View Post
    Alignment: Travelers must always maintain a lawful alignment, due to the strict commitment they make to the great cosmic order they wish to uphold and advance the cause of. Travelers may be good or evil to their choosing, either using order to benefit all races or using it for it tyrannical purposes to gain personal power. If a traveler ever ceases to be lawful, they become known as fallen travelers (see below).
    The term "fallen" seems somewhat odd, but that makes sense for a class that values Law so heavily. Still, I dunno... too much Law-as-Good here. The bit about tyranny sounds a bit... I dunno, shoved in there for completeness's sake?

    Quote Originally Posted by ErrantX View Post
    Religion: Travelers tend to be strongly polytheistic, in that they believe and acknowledge all divine entities but due to their intensely philosophical belief system, they owe their worship to their own enlightenment. Some will occasionally pay tribute to a god of order, travels, or knowledge, but rarely do any travelers actively worship any deity.
    See, someone who is polytheistic would worship many deities. To recognize many deities but not particularly worship them doesn't seem like it would make you very polytheistic. Therefore, this section seems like it needs clarification.

    Quote Originally Posted by ErrantX View Post
    Background: Travelers begin their training with another established traveler almost exclusively; this being the only way that they may fully and totally connect their psychic essence to the greater multiverse at large. Some learn from texts and ancient manuscripts, but almost all have a teacher that had set them upon this path. Harnessing his psychic potential results in the creation of his unique trinket, a badge of honor that signifies him as a traveler to the rest of the multiverse.
    Seems reasonable. I dunno, seems like wanderers would be loners, and this class has a strong vibe of like... almost natural tendency towards Law and Order, to the point that you might expect people to become Travelers spontaneously.

    Quote Originally Posted by ErrantX View Post
    Races: Any and all races with a natural talent for asceticism can become travelers, but traditionally humans, half-elves, and dwarves find themselves particularly drawn to this path. Nomadic elves and halflings find themselves drawn to this path as well, and amongst the more savage races, blues and hobgoblins find this path appealing. Githzerai are often drawn to this path as well, being natural planar travelers themselves.
    Elans would seem fitting here, I'd think, plus they are mechanically quite good for the class. Anyway, this sounds good.

    Quote Originally Posted by ErrantX View Post
    Other Classes: Travelers get on well with monks, psychic warriors, and ardents due to their ascetic natures and strong martial traditions. Divine minds, paladins, and clerics tend to have philosophical differences with travelers due to their strictly polytheistic natures. Characters such as rogues and lurks tend to compete with travelers as scouts.
    The bit about polytheism is a bit confusing, but the rest is spot-on. Even if they were heavily polytheistic, I'm not sure that would overly upset the divine types, but whatever. Heh, I'm tempted to complain about the fact that you included the Divine Mind at all... that travesty shouldn't even be mentioned, IMO.

    Quote Originally Posted by ErrantX View Post
    Role: Depending on power and esoterica selections, a traveler can fulfill the role of a scout or a melee warrior, but he must be wary of spending too many power points too quickly to stand with his more hearty and heavily armored companions.
    Always good advice. I like it.

    Quote Originally Posted by ErrantX View Post
    Abilities: Wisdom is the most important attribute of the traveler, due to his reliance on that attribute for both his manifesting as well as several class features. Following that, Strength and Constitution are important for melee combat, Dexterity for better defenses for the lightly armored traveler, and Intelligence for more skill points.
    Semi-MAD here, but no more than a PsyWar and we all know they work out. Looks good.

    Quote Originally Posted by ErrantX View Post
    HD: d8
    Low-ish but again matches the PsyWar, so it can't be that bad, heh.

    Quote Originally Posted by ErrantX View Post
    BAB, Saves
    Look good.

    Quote Originally Posted by ErrantX View Post
    Class Skills: The traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) x4
    Skill Points per Level: 4 + Int modifier
    Decent number of points, always appreciated, very nice list. Big thumbs up here.

    Quote Originally Posted by ErrantX View Post
    Weapon and Armor Proficiency: Travelers are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.
    Sounds good.

    Quote Originally Posted by ErrantX View Post
    Power Points per Day
    Quite a bit more than the PsyWar; still, I don't think that's a huge problem, PsyWars are a little more squeezed for Power Points than they really need to be.

    Quote Originally Posted by ErrantX View Post
    Powers Known
    One more than the PsyWar; looks fine.

    Quote Originally Posted by ErrantX View Post
    Psicrystal Affinity: The traveler gains Psicrystal Affinity as a bonus feat at 1st level.
    Always fun.

    Quote Originally Posted by ErrantX View Post
    Trinket
    Do Trinkets show up as Psionic items?

    Quote Originally Posted by ErrantX View Post
    Psicrystal Weapon (Su)
    I haz a magic sword? Still, plenty of other class features here, so no worries about Soulknife-syndrome, and using the Psicrystal's really cool. Are there any limitations on the shapes that the weapon can have? Size? What if you make it a throwing or projectile type weapon, or a double-weapon, or something?

    Quote Originally Posted by ErrantX View Post
    Serenity (Su): At 2nd level, the traveler's connection to the multiverse deepens through his philosophies and his insight, granting him greater defense against the perils of existence. The traveler may add his Wisdom modifier to his Fortitude and Reflex saves instead of his Constitution and Dexterity modifiers respectively.
    I did a double-take on this at first, then I realized it's a weaker form of Divine Grace. Looks quite nice, very fitting. Jesus, this class has no business ever failing any Will save ever on anything but a 1 (that has nothing to do with this feature, I just realized it).

    Quote Originally Posted by ErrantX View Post
    Bonus Power Known: At 2nd level, the traveler learns the secret of joining others on planar journeys, gaining the astral travaler power as a bonus power. At 8th level, he learns to lead such forays, learning the astral caravan power as a bonus power.
    Cool. You might consider having Astral Caravan sooner, as a 2nd level power? Otherwise the Nomad's well ahead of you here...

    Quote Originally Posted by ErrantX View Post
    Dimensional Step (Ps): Due to the psychoportive nature of the powers a traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The traveler may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known.
    Nifty! I like this. It's a rather sweet deal, honestly.

    Quote Originally Posted by ErrantX View Post
    Bonus Psionic Feat: At 5th, 10th, and 15th level, the traveler gains a bonus psionic or metapsionic feat.
    Nice, nice.

    Quote Originally Posted by ErrantX View Post
    Crystalline Enhancement (Su)
    As Soulknife. Still, looks good.

    Quote Originally Posted by ErrantX View Post
    Esoteric Path: As a traveler traverses the planes of the multiverse, his experiences teach him many new tricks and arm him with new tools to aid him on his endeavors. At 7th level, and every odd level afterward, the traveler gains a new ability, called esoterica, from the lists below. Each esoterica grants a new ability, a passive ability, or exceptional skill based upon his travels and experiences. Each esoterica falls upon something called an esoteric path, each path dedicated to the focus each individual traveler has chosen.
    Coming at 7th for the kind of signature feature seems rather late. You also only get 7 of them, which means with paths that are 6 long, you can only take the first thing from one other path in order to finish any other path. I feel like this could be moved forward to, say, 3rd, where you get two more and therefore can do a path and a half.

    Quote Originally Posted by ErrantX View Post
    Path of the Astral Mind: The path of the Astral Mind emphasizes the secrets of the mind and the inner universe as a way to explore and express one's self through the multiverse. Travelers who follow this path of esoterica often are a bit detached and aloof, and mentally quite powerful in both the fields of academia and psionics.
    Sounds cool.

    Quote Originally Posted by ErrantX View Post
    1) Mental Acuity (Ex): The traveler with this bit of esoterica has trained his mind to be ever vigilant and alert through rigorous mental exercises. The traveler may add his Intelligence modifier as a bonus to Initiative.
    Nice. I like using the paths to introduce secondary ability modifiers, though you're upping the MAD here a bit. Still, it's all bonus, so you don't need it sky-high for this to still be good.

    Quote Originally Posted by ErrantX View Post
    2) Ectopic Skin (Su): While primarily focusing on the discipline of psychoportation and psychometabolism, the traveler learns an important lesson from the arts of metacreativity. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the traveler may expend his psionic focus to create a seamless suit of ectoplasmic armor with an armor class bonus equal to his Wisdom modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn), as it is an expression of his nature, and may be called for at will. Ectopic skin may be used with the traveler is unarmored or wearing light armor.
    How long does this last? He loses the bonuses if immobilized or helpless, but that doesn't state that it goes away, just that the bonus doesn't count. The expenditure of Psionic Focus seems kind of meaningless if you do it once, gain the armor, have this armor on always forever, and then regain Focus. Some rules on this would be nice.

    If it's supposed to be always-on, I'd say it's better to make it something you get for having Psionic Focus.

    Quote Originally Posted by ErrantX View Post
    3) Telekinetic Adept (Su): The traveler with knowledge of telekinetic powers gains greater potency with these, manifesting these powers as if he were one manifester level higher. Additionally, a traveler with this ability may expend his psionic focus to telekinetically wield his psicrystal weapon, using his Intelligence modifier plus his base attack bonus to attack with the weapon at a range of 30ft. Control of this weapon does require some concentration, requiring that the traveler use his move action to control it. A telekinetically controlled weapon may only attack once per round as part of the move action used to control it, and it may only move up to 30ft on its action. The weapon cannot move beyond its 30ft range without reverting back into its psicrystal form. While he is telekinetically wielding his psicrystal weapon, he cannot regain his psionic focus.
    +1 ML is quite potent, though I'm not sure how big a deal that generally is for Telekinesis. Anyway, the mechanics here confuse me. First, is it literally BAB+Int, or do other possible bonuses come into play? I suggest that they should, and that you should instead say that you replace Str for Int on these attacks. Also, can the weapon not ever full-attack? Standard action can't be used with it? I suppose both of those things are quite fair, but it should probably be spelled out. Can the Traveler move during the same move action in which his weapon moves and attacks? That might be a nice feature.

    I like the imagery of being unable to regain Psionic Focus, your focus being on the weapon, but it's also quite different from the way Focus is used in general, and I think this might work better if it was simply something that required Focus. Of course, you're going to need some reasons for the Traveler to lose Focus if you follow my advice here and with the armor... not sure on that.

    Quote Originally Posted by ErrantX View Post
    4) Telekinetic Master (Su): A master at telekinetic abilities, a traveler with this esoterica has learned to use his mind as well as his own hands and more. Telekinetic force and telekinetic thrust both operate at double strength (50 lbs per manifester level) and telekinetic maneuver adds both the traveler's Intelligence and Wisdom modifiers to the rolls.
    Nice, this is awesome.

    Quote Originally Posted by ErrantX View Post
    5) Psychic Wellspring (Su): The traveler who possess this esoterica has learned much of the psionic arts, having studied at great lengths with both tomes and masters, and has experienced much about the living multiverse. Through both his own native spiritual enlightenment and philosophical insight, he taps deeper into his own psychic wellspring. The traveler gains bonus power points from both his Intelligence and his Wisdom score.
    OK, how does this work? Do you gain them separately, or do they stack, or what?

    Basically is this: I am a 15th level Traveler, I have a +5 Int and +8 Wis, so I get 37 points from Int and 60 points from Wis, for 97 points total, or is it that I have a +5 Int and +8 Wis for +13 total, getting me ... 97 points total? Uh... is that a fluke or does the Power Point table always work out like that? Huh, they seem linear, so... OK, you should still clarify because I doubt most players are going to realize it, but mathematically both ways should always get you the same number.

    At any rate, this is powerful and very cool. That's a lot of extra Power Points.

    Quote Originally Posted by ErrantX View Post
    6) Unbreakable Serenity (Ex): Through his philosophical enlightenment and supreme will, the traveler gains immunity to mind affecting abilities as if he were under a permanent personal mind blank. Additionally, the traveler's wisdom has granted him intimate knowledge of his mind's inner workings, granting him psychic reformation as a bonus power known.
    Nice, very, very nice. I like it.

    Quote Originally Posted by ErrantX View Post
    Path of the Nomadic Lord: Followers of the path of the Nomadic Lord are restless folk who often times spend months at a time on the road, searching for wisdom and enlightenment. Travelers of this philosophical bend often make friends and comrades everywhere they go, but rarely form lasting attachments, as their travels always seem to move them on.
    I like it.

    Quote Originally Posted by ErrantX View Post
    1) Dimensional Student: You manifest psychoportive abilities at one manifester level higher.
    Wow, and a level 1 Esoterica. This... seems a bit better than +Int to Initiative. Does this affect your Dimensional Step ability, also?

    Quote Originally Posted by ErrantX View Post
    2) Mettle (Ex)
    Nice, ish. Not too many abilities that are affected by Mettle. Honestly, this seems less good than the level 1 version.

    Quote Originally Posted by ErrantX View Post
    3) Dimensional Aura (Su): Through his travels through the planes, a traveler encounters many different types of environments, hostile or otherwise. As a standard action, the traveler may expend his psionic focus to manifest a shimmering aura that defends him from the dangerous of extraplanar explorations. This shimmering aura acts a constant adapt body power, and may be used at will.
    Same question as for the Ectopic Skin ability - duration? Ending conditions? As written, it seems like you gain this ability, expend your Psionic Focus to get it, and then have it always, permanently.

    Quote Originally Posted by ErrantX View Post
    4) Improved Dimensional Step (Su): The traveler's faculty with his dimensional step class feature improves, allowing him to utilize it at will. Additionally, his dimensional step class feature no longer emulates dimensional hop, it begins now to operate as dimensional slide in regards to its range while continuing to be a swift action.
    Uhh... this actually makes your range lower than it is otherwise. Dimension Hop has a range of 10 ft. + 5 ft/PP - and Psi-Like Abilities are automatically full-augmented, so that's effectively 10 ft. + 5 ft/Lv. Dimension Slide has range of Close, so 25 ft. + 5 ft./2 Lv. That means at level 6, they have the same range (25 + 5/2*6 = 25 + 5*3 = 25 + 15 = 40 = 10 + 30 = 10 + 5*6), and thereafter Dimension Hop has the greater range. Since the earliest you can get this is level 13, you just dropped your range from 75 ft. to 55 ft 60 ft. (with Dimensional Student, assuming it doesn't also affect Dimensional Step). You need to rework this.

    Quote Originally Posted by ErrantX View Post
    5) Dimensional Adept (Su): A traveler with this bit of esoterica is capable of aiming his teleportation abilities expertly, allowing him to teleport to specific people he is familiar with. When using teleport, greater teleport, plane shift, or any psychoportive ability that allows for instantaneous travel from one location to another location, he may instead substitute the location for a person with whom the traveler is familiar with. Additionally, he may join up with any traveler that he simply knows the name of by virtue of the shared connection to the universe through their trinkets.
    This is really, really cool. I really like this.

    Quote Originally Posted by ErrantX View Post
    6) Dimensional Master (Su): A traveler of this magnitude is rare, as his psychoportive abilities have reached a masterful apex, allowing for him to manifest any psychoportive powers he knows as a swift action at no additional cost, or additional need for the Quicken Power feat and expenditure of his psionic focus. Additionally, he manifests psychoportive powers as if he were one manifester level higher (stacking with dimensional student for a total manifester level increase of +2).
    Whoa. That's... a lot better than the permanent Mind Blank, I think. I'm not familiar enough with the list of Psychoportive Powers, so I can't say it's overpowered, but it's damn good, that's for sure.

    Quote Originally Posted by ErrantX View Post
    Path of the Planar Blade: Those that walk the path of the Planar Blade see themselves as the guardians of cosmic order in the multiverse. These travelers go from place to place, world to world, quelling the uprisings of chaos and seeking to establish law. Upfront and aggressive at times, these travelers are warrior-ascetics who find their spiritual enlightenment in battle.
    This is pretty cool, I like this.

    Quote Originally Posted by ErrantX View Post
    1) Lawful Weapon (Su): The traveler's psicrystal weapon is infused with the essence of order, and strikes as a lawfully aligned weapon and possesses the axiomatic weapon quality.
    I assume this stacks with whatever it usually has. Pretty good, probably about as good as the +Int to Initiative thing.

    Quote Originally Posted by ErrantX View Post
    2) Smite Chaos (Su): The traveler gains the supernatural ability to smite chaos three times per encounter, adding his Wisdom modifier to hit and his traveler level to damage when using his psicrystal weapon.
    Holy crap, a MAD-less Smite a usable number of times! This is quite good, I like it.

    Quote Originally Posted by ErrantX View Post
    3) Impervious: The traveler's psicrystal weapon is far more durable, and it gains an additional +50 hit points and +10 hardness. Your weapon also strikes as adamantine when determining sunder results. Your crystalline enhancement is treated as if it were an additional +1 higher.
    Uhhh... why not just make it Adamantine? Seriously, no one uses Sunder, and overcoming DR and/or breaking through walls are the important reasons for having an Adamantine weapon.

    Quote Originally Posted by ErrantX View Post
    4) Blade Adept (Ex): The traveler is a skilled scion of battle with his psicrystal weapon, and are treated as if he possessed both Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. He also gains supremacy over the form of the weapon, allowing him to separate the weapon into two weapons of the same type. These weapons possess an enhancement bonus of one less than a single weapon, but otherwise function identically. Your crystalline enhancement is treated as if it were an additional +1 higher (now +2)
    Way too high a level for this. Why he couldn't have made it two weapons to begin with, I'm not sure. Weapon Focus/Specialization are really weak, as I'm sure you know, and are only good here for possibly qualifying for something - but they're 1st and 4th level feats, gotten at 13th level - that's useless. Seriously, this would be bad as a 1st level Esoterica; as a 4th, it's awful. I guess it's better than Improved Dimensional Step, but only because that one actually downgraded your ability, and that one is a lot less glaring.

    Quote Originally Posted by ErrantX View Post
    5) Blade Paragon (Su): A paragon of bladework, a traveler who walks the Path of the Planar Blade gains a serene sense of purpose with his weapon, his mental powers bolstering his skill with it. He may add his Wisdom modifier to damage when wielding his psicrystal weapon. Your crystalline enhancement is treated as if it were an additional +1 higher (now +3).
    Very nice, but seems a bit late. Tends to be kind of a theme with these things. If you've made it to level 15 without this, I'm not sure how much it helps you now.

    Quote Originally Posted by ErrantX View Post
    6) Blade Master (Ex): A traveler of this caliber has mastered the power of his psicrystal blade completely, allowing it special abilities far beyond the arts of less martial travelers. Firstly, he may change the weapon special qualities gained by the crystalline enhancement class feature as a move action every round. Secondly, the psicrystal weapon’s critical damage multiplier increases by one and he may expend his psionic focus to automatically confirm a critical hit when a threat is rolled. Lastly, the weapon counts as the necessary material required to overcome damage reduction (such as cold iron or silver) when attempting to overcome damage reduction due to the mutable nature of the ectoplasm hardening the blade.
    Useful. The second bit is the only part that's really powerful, but I don't know that it's that powerful. Seems a bit weak for level 17.

    Quote Originally Posted by ErrantX View Post
    Philosophical Enlightenment: The traveler has reached a place of true enlightenment of mind, body, and spirit. Through this enlightenment, he achieves a sort of transcendence of being, and his spirit becomes tied to the myriad of planes in existence. His type changes to Outsider with the Psionic, Lawful, and Extraplanar subtypes, and he becomes immune to any attempt to forcefully banish or teleport him (unless he chooses to allow it to work).
    I like that you prevent using Gate to turn him into an ally; that would be bad. Anyway, becoming an Outsider is quite fitting, but in reality the benefits of being one are pretty ho-hum. A larger capstone might be in order here.

    Quote Originally Posted by ErrantX View Post
    Traveler Power List
    Afraid I'm not familiar enough with Psionics to judge the list.

    Quote Originally Posted by ErrantX View Post
    Travelers in the World
    His movements were... like a blur! He kept disappearing and reappearing, and when he stopped, my captors were dead and I was free! The cultists lay dead in a ring and he simply told me to stay true to the natural order then he transported me home. I never really got his name, he just said he was a wandering traveler.” -Drustan ir'Vail, a baron's son after being rescued from Far Realms cultists.

    The traveler class allows for a player to play a highly mobile fighting character with a wide variety of abilities that are customizable to create a variety of different characters using the same class. Travelers focus primarily upon one of three different properties in their class: psionic prowess, psychoportation powers, and melee combat with their psicrystal weapon. They may also choose to generalize amongst the three, but all four paths depend on what esoterica they choose along their career path.
    This all sounds good.

    Quote Originally Posted by ErrantX View Post
    Daily Life
    I really like this section, well written in its entirety.

    Quote Originally Posted by ErrantX View Post
    Notables
    The bit about evil Travelers seems, again, a bit forced; most of the class describes them as defenders of Order against the predations of Chaos, which doesn't jive well with the Evil ones. And again, there seems to be a bit of Law-as-Good going on.

    Finally, that last bit makes them sound like Bards. Which is awesome, except, ya know, Bards can't be Lawful.

    Though, really, D&D's stupid alignment system needs to at least share the blame for this.

    Quote Originally Posted by ErrantX View Post
    Organizations
    This is all really cool, but it seems more like it should be in the Notables section, no?

    Quote Originally Posted by ErrantX View Post
    NPC Reactions
    Sounds fine.

    Quote Originally Posted by ErrantX View Post
    Fallen Travelers
    Thematically, I like the way Wis goes to Cha, but that's a nightmare for any Traveler who actually has that happen (Cha being the only real dump stat that the class has). Not sure about that. Otherwise, I'd be... not pleased at all if they'd lost their Psionic Powers due to falling, since that would basically be sacrilege against all things Psionic, so I'm glad you didn't do that. Losing the Psicrystal Weapon and Esoterica abilities seems fitting.


    Conclusion
    Esoterica need to start earlier, some of the individual Esotericas need work, and a couple of nit-picks here and there. The stupid way D&D sets up alignments, especially Law and Chaos, kind of hurts this class, but not overly so. I point it out often, I know, but that isn't meant to imply that it's a big problem, it just comes up often.

    Anyway, I rather like it. The Esoterica are a good idea, despite the issues with it, and I like the general thrust of the class. It seems to fill its roll well, and it avoids any complete world-shattering-ness, which is very nice.
    Last edited by DragoonWraith; 2010-07-09 at 11:28 PM.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by DragoonWraith View Post
    Thematically, I like the way Wis goes to Cha, but that's a nightmare for any Traveler who actually has that happen (Cha being the only real dump stat that the class has). Not sure about that. Otherwise, I'd be... not pleased at all if they'd lost their Psionic Powers due to falling, since that would basically be sacrilege against all things Psionic, so I'm glad you didn't do that. Losing the Psicrystal Weapon and Esoterica abilities seems fitting.


    Conclusion
    Esoterica need to start earlier, some of the individual Esotericas need work, and a couple of nit-picks here and there. The stupid way D&D sets up alignments, especially Law and Chaos, kind of hurts this class, but not overly so. I point it out often, I know, but that isn't meant to imply that it's a big problem, it just comes up often.

    Anyway, I rather like it. The Esoterica are a good idea, despite the issues with it, and I like the general thrust of the class. It seems to fill its roll well, and it avoids any complete world-shattering-ness, which is very nice.
    Thank you again for this huge and exhaustive review. As far as Fallen are considered, I want falling to actually suck and hurt (or ya know, build towards falling ) you, gives you great reason to atone or go Fallen.

    Alignment is what it is, that's all I can really say there. I have done a VERY big edit of the class, changed a lot of Esoterica, gave them earlier, and fixed stuff. Please PEACH the Esoterica and let me know what you think. And check out the Fallen! Adding new 7th level Chaotika so a 1-13 Fallen can take all of their Chaotika in a single path. Evens out more. And 7's for Chaos is awesome.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    On the changes to the Traveler: I approve of the extra two Esotericas. Getting Blade Adept at 5 is a lot more reasonable. Improved Dimensional Step is still awkwardly worded - "as Dimension Door" might imply that it retains DD's inability to take actions after using it, which I doubt is the intention. Just say it has a Range of Long (400 ft. + 40 ft./Level) - which, by the way, is massive, though nothing to Teleport's 100 mi./level, which the Wizard gets at the same level. Are there any other notable changes that I missed?

    Also, neither "Dimensional Hop" nor "Dimensional Door" actually exist. Those are "Dimension Hop" and "Dimension Door", respectively.

    Quote Originally Posted by ErrantX View Post
    The Fallen Traveler
    I rather like this image, personally. Just saying.

    Quote Originally Posted by ErrantX View Post
    The travelers are a force of order and knowledge in the multiverse, traveling between the worlds and planes to learn, give guidance, and protect those in need of defending from the forces of chaos that threaten to unravel the fabric of reality. They walk a narrow road, however, by dedicating themselves to the forces of law and order, and for some the road is too difficult and narrow to travel upon. Some falter and fall, and upon learning of their fate, they seek to redeem themselves and rejoin their brethren wiser for their trials. Some accept their fall with quiet dignity and learn a path of personal trials. Some, however, embrace their fall enthusiastically and join with the forces of chaos to become terrible and destructive. They are truly the Fallen.

    But not all Fallen were once traditional travelers, some were psychics that were lured in by the promises of another Fallen and taught their ways, embracing chaos and never knowing what it truly is to be blessed by order. These Fallen hail from a myriad of backgrounds and seek only to trouble those who would stand against them.

    Most Fallen are in fact fallen travelers who have embraced the chaos of the multiverse. Others are multiclassed ranger/nomads, fighter/wilders or psychic warriors who have come into contact with the Fallen and learned their ways.
    Interesting that you can enter as a non-Traveler. Anyway, this all sounds fine, except that I see nothing about your class that enforces terrible or destructive behavior, beyond this fluff and the prerequisite, which I'll get to...
    Quote Originally Posted by ErrantX View Post
    Prerequisites:
    Alignment: Any non-good chaotic
    Now. Why? Travelers have to be Lawful, and become "fallen Travelers" if they become non-Lawful. But "Fallen Travelers" have to be CN or CE - why? Embracing Chaos is no more Evil than embracing Law is Good - so this class seems to be suffering from the same alignment problems as the Traveler, but in reverse. WotC falls into the same trap all the time, but it's not a good thing, IMO.

    Most importantly, for "Ex-Travelers" as I'll call them for clarity's sake (and you should too, methinks), the options are only to Atone and return to Lawfulness, or drop into Chaos. Why nothing for those who are Neutral? Or CG? Really, this class (I have read the whole thing) works as nicely for CG as it does for CN or CE. There is no reason I can see that this is restricted at all on the moral axis.

    Quote Originally Posted by ErrantX View Post
    Base Attack Bonus: +5
    Will Save: +5
    Skills: Knowledge (psionics) 8 ranks, Knowledge (the Planes) 6 ranks
    Feats: Psicrystal Affinity, Psionic Weapon
    Manifesting: Ability to manifest 2nd level powers, including two powers of the psychoportation discipline.
    Perhaps allow the Psicrystal Weapon feature to stand in for Psionic Weapon? Just a thought; otherwise, you should probably have a 10 rank skill requirement just to ensure no one enters before 7 (when a Traveler could enter).

    Quote Originally Posted by ErrantX View Post
    Class Skills: The fallen traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
    Skill Points per Level: 4 + Int modifier
    Seems to be the same as the Traveler, yes? Oh, you added Bluff and Intimidate; well, those are appropriate. Looks fine.

    Quote Originally Posted by ErrantX View Post
    Weapon and Armor Proficiency: The Fallen are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.
    I feel like all that needs be said here is that they are proficient with the Crystal Weapon; the rest doesn't seem necessary to me, PrCs don't usually give proficiencies. Up to you, though.

    Quote Originally Posted by ErrantX View Post
    Powers Known
    Full manifesting is very unusual, but makes sense for the intended entry (Ex-Traveler). For Psions and possibly PsyWars, though, you're giving a fair amount at little cost... Not sure about that.

    Quote Originally Posted by ErrantX View Post
    Psicrystal Weapon (Su)
    As expected; looks fine. But if the Fallen Traveler can have this, why can't Ex-Travelers? Seems like the Esotericas are the only things really tied to Law, then.

    Quote Originally Posted by ErrantX View Post
    Red Trinket
    Glad to see that the Detect Psionics bit is included here. Otherwise, looks fine.

    Quote Originally Posted by ErrantX View Post
    Chaotician [...] Additionally, once a fallen traveler has officially embraced the chaos to become the true Fallen, he may never again return to the fold as a true traveler, barring him from that class for the remainder of his career.
    Hrm, not even Atonement will help? That seems rather odd. I assume there are Ex-Fallen-Travelers for those who become non-Chaotic, right?

    Quote Originally Posted by ErrantX View Post
    Chaotika: Each of the following urges of chaotika contain within them six individual chaotika. The character must select the first chaotika upon the urge to gain the following one, and so forth. He may select chaotika from any urge, but he must start at the first tier and work your way up. Fallen may specialize in a single urge, or become well rounded by selecting chaotika from the various urges.
    You still have six here instead of seven. I really like the naming scheme here.

    Quote Originally Posted by ErrantX View Post
    Urge of the Aggressive Denial – Those that deal with the Urge of the Aggressive Denial find that through the denial of reality and stultifying order, they are capable of using the energy released in the resulting collapse of stable reality to wield terrible destruction against his foes. Fallen who practice this urge develop black, swirling marks along one of their arms that resemble ink dipped into water. Colored crystals will develop from within the flesh of the Fallen and push through to the surface painfully along this limb, one stone per chaotika from this urge that they’ve mastered.
    Weird effect with the crystals; what's that got to do with denial? Still, all in all really cool.

    Quote Originally Posted by ErrantX View Post
    1) Charimatic Focus: Through practiced anger and denial, the Fallen invigorates his form through his denial as a psychic medium. This allows him to use his Charisma modifier in place of his Constitution modifier when making Fortitude saves or Concentration checks.
    You're missing an 's' in "Charismatic" here. Otherwise, this looks pretty cool on a flavor level, but no one should have dumbed Constitution so this is probably a minor benefit. Seeing as you're starting at 7, I dunno...

    Quote Originally Posted by ErrantX View Post
    2) Void Skin (Su): The Fallen learns a technique similar to his former brethren as a protective aid. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the Fallen may expend his psionic focus to create a seamless suit of hideous, pseudonatural ectoplasmic armor with an armor class bonus equal to his Charisma modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn), as it is an expression of his nature, and may be called for at will. Most Fallen elect organic looking armor, or armor that resembles chaotic outsiders. Ectopic skin may be used with the Fallen is unarmored or wearing light armor. Void skin may be used while the Fallen is unarmored or wearing light armor. This armor may be maintained indefinitely as long as the Fallen is conscious and is treated as light armor.
    Nice, nice. I like this.

    Quote Originally Posted by ErrantX View Post
    3) Environ Denial: The denial of injury and the denial of body has lead to greater denial to the harms that come to the Fallen through his travels. He functions under a constant [i]adapt body[/b] power as long as he maintains his psionic focus.
    Neat.

    Quote Originally Posted by ErrantX View Post
    4) Anarchic Surge (Su): By beginning to break down the orderly patterns that comprise a mind, energy is released through the body. This energy may be harnessed by the Fallen, who can then use it to improve his psychoportive abilities with this wild energy. The Fallen’s faculty with his dimensional step class feature improves, allowing him to utilize it at will. His dimensional step class feature no longer emulates dimensional hop, it it instead improves to dimensional door in regards to its range while continuing to be a swift action. Additionally, the Fallen may trigger an anarchic surge attempt once per encounter by expending his psionic focus to instantly reroll a failed Will save, as the chaotic energies of his mind forcibly remove anything that would restrain it.
    Same problems as Improved Dimensional Step, above. Otherwise, it's kind of weird that all of these things are coming under one heading, but it's fine beyond that.

    Quote Originally Posted by ErrantX View Post
    5) Chaotic Flux (Su): By harnessing the breakdown of order within himself as chaos overtakes his mind and form, this process creates a great deal of energy. This release of energies may be harnessed by the Fallen and used as a weapon. The Fallen gains the Expanded Knowledge feat in a single Energy power of their choice (examples: energy ray, energy lance, energy line, etc) and he may manifest that power as a blast of chaos lightning energy which inflicts half electricity damage, half untyped damage due to the chaos energies that permeate it. Additionally, any energy power that the Fallen possesses from other means and manifests may elect to use that power as this chaos lightning.
    Neat-o. I like it.

    Quote Originally Posted by ErrantX View Post
    6) Mind and Body Divide (Su): The inner emotional conflict of the Fallen and his primal connection to chaos of the universe manifests more strongly with this chaotika. The Fallen may now use his Charisma modifier in place of his Constitution modifier when determining hit points or in any Constitution based check. This blurring between his physical and psychic reserves of strength causes psychic seep from his own physical lifeforce, allowing him to spend hit points as if they were power points by expending his psionic focus when manifesting.
    Heh, Faerie Mysteries Initiate for Charisma. Still, I like it, but it basically means your Constitution score is now meaningless... that's a little weird.

    Quote Originally Posted by ErrantX View Post
    7) Mental Void (Su): A master of denial and aggression learns that the final step in mastering these urges is to allow the hunger of these emotions to become an all-consuming black hole within his mind. He gains the benefits of the Psionic Hole feat (and does not need to meet the prerequisites of this feat) but uses his Charisma modifier instead of his Wisdom. Additionally, he gains 2 power points for every power that is used against him that is affected by the Psionic Hole effect as his mental void consumes his foes and empowers his own psychic reserves. Lastly, he gains a +4 insight bonus to Will saves due to the entropy of his mind granting him insight into the denial of the abilities of his foes.
    You need to specify that you don't need to meet the Special requirement, either. The requirement that you need to not have Psionic ability is under the Special heading, not Prerequisites.

    Quote Originally Posted by ErrantX View Post
    Urge of the Warp Wolf – Practitioners of the Warp Wolf’s Urge use their passions and whims as a catalyst to unmake their form and remake it into an image more pleasing. Through changing the order of their form and remaking it through emotional drives, the Fallen may become a terror imagined only the most unholy of nightmares. This urge manifests in skin and hair of the Fallen changing, for some their skin may turn white and their hair changes into thin ropes of skin. Others may experience tiger-like striping and an additional finger on each hand. This varies from Fallen to Fallen.
    Ooh, I like this a lot.

    Quote Originally Posted by ErrantX View Post
    1) Feral Cunning (Ex): The Fallen who feels the urges of the Warp Wolf begins to delve into his deepening feral nature. This strengthening connection heightens his senses, sharpening them to allow him cunning of hunting predators. He gains the scent quality, a +2 bonus to Listen, Spot, and Survival checks, and the Track feat.
    Nice, those are nice bonuses but fitting and level-appropriate. Quite a bit better than Charismatic Focus, but I think that's more to do with the weakness of Charismatic Focus in general (though Charismatic Focus gets a lot better when you get Mind and Body Divide).

    Quote Originally Posted by ErrantX View Post
    2) Predatory Nature (Ex): As his connection to growing bestial nature strengthens, his form begins to change slightly to aid him in running and eyes and ears change slightly as well, to reflect his strengthening senses. The Fallen gains low-light vision and darkvision 90ft, and gains blindsense 60ft as his senses increase to supernatural levels and he gains a +10ft bonus to his base speed.
    The speed bonus seems out of place, though I think I can see what you were getting at. But I think the wording here would be better if the speed bonus was a separate sentence, seeing as all of the rest are one type of thing (extra senses) and the speed bonus is separate.

    Quote Originally Posted by ErrantX View Post
    3) Dark Hunter (Ps): The form of the Fallen begins to show more extensive mutative abilities as the chaos that permeates his psychic talents begins to truly alter his body’s base shape. By tapping into his chaotic power source, he learns to arm himself with the weapons of feral world. He gains the powers bite of the wolf and claws of the beast as psi-like abilties useable at will with a manifester level equal to his class level +7.
    Nice. I really like this.

    Quote Originally Posted by ErrantX View Post
    4) Chaosmorph (Su): The Fallen who has immersed himself in this urge to this extent becomes a chaosmorph, a shapechanging horror of the chaotic planes beyond where his mind is beginning to draw power from. This power permeates his ever-changing form, gaining the metamorphosis power as a bonus power known. Additionally, any form he takes using this power automatically gains the pseudonatural creature template (see Complete Arcane) applied to it, with its duration doubled as if it had been affected by the Extend Power metapsionic feat.
    Well, Metamorphosis is Metamorphosis, but whatever, this is pretty sweet. I like it.

    Quote Originally Posted by ErrantX View Post
    5) Strength of Fear (Su): Those strong in the ways of the Warp Wolf know how to stoke the furnace of their primal anger and instincts, letting these emotions fuel their forms through thick and thin. The Fallen gains the Mettle class feature, upon a successful Fortitude or Will save against an attack that would normally have a reduced or lessened effect (such as any save that would result in a partial or half strength on a successful save) he instead completely negates the effect. An unconscious or sleeping Fallen does not get this bonus. Additionally, once per encounter, the Fallen may enter a rage as a barbarian equal to his Fallen level by expending his psionic focus and 5 power points. While enraged, he may not regain his psionic focus or manifest powers or psi-like abilities, and he may maintain this rage for 3 + his Charisma modifier in rounds. When his rage subsides, he is left fatigued.
    The Rage... doesn't make a lot of sense to me. Why would you give up your Manifesting? I'm not sure the benefits of Rage are worth using it, much less a 5th level Chaotica (read: a feature you gain at ECL 16). Tacking Mettle on doesn't really help; Mettle doesn't come into play very often, as not very many abilities actually have a Fort partial or Will partial save.

    Quote Originally Posted by ErrantX View Post
    6) Morphic Healing (Ex): The ever-evolving flesh of the Fallen continues to change, causing unwanted changes to disappear at an alarmingly quick rate. He gains fast healing equal to his Constitution modifier.
    Cool, free healing out-of-combat, but you're level 18, that's not a very impressive trick. You'll need a lot more Fast Healing to make much of a difference in combat, methinks.

    Quote Originally Posted by ErrantX View Post
    7) Doomshaper (Su): When a Fallen becomes one with this Urge, he undergoes a transformation that finishes the path of personal evolution he embarked on. He becomes a doomshaper, and his is a legacy of destruction and terror. He gains the greater metamorphosis power added to his powers known, and any manifestation of that power that he uses he also gains the half-farspawn template (see Lords of Madness) added to it and is automatically extended as if by the Extend Power metapsionic feat. Spell-like abilities gained from the half-farspawn template get only the listed uses per day; multiple manifestations per day of greater metamorphosis do not gain new uses of those abilities. Lastly, the Fallen gains the shapechanger subtype.
    Uhhhh.... Greater Metamorphosis is a 9th level Power. Travelers don't get those, nor do Psychic Warriors. Psions will have a really tough time qualifying for the Fallen Traveler early enough to actually get this ability. How do you expect to use this?

    Quote Originally Posted by ErrantX View Post
    Urge of the Prismatic Knife – Scions of the Prismatic Knife use their innate connection to their psicrystal weapon to bring the pain of their broken understanding to their foes. By infusing their mind and thus their psicrystal with chaotic thought, their weapon becomes a scintillating chaos weapon. Followers of this urge tend to decorate their weapons or speak to them as partners in battle, as their blade begins to shift and glow with mutable ectoplasmic crystal and glowing rainbows of light.
    Neat, Prismatic effects are an awesome way to bring Chaos to a character.

    Quote Originally Posted by ErrantX View Post
    1) Chaotic Weapon (Su): The Fallen who has begun give into this urge finds his psicrystal weapon aglow and shifting with his chaotic psychic energy. The weapon gains the anarchic weapon quality and strikes as a chaotically aligned weapon.
    Fitting. The level-appropriateness of this is questionable, though...

    Quote Originally Posted by ErrantX View Post
    2) Duke of Colors (Ex): The Fallen is a dervish of instinctual combat with his psicrystal weapon, and is treated as if he possessed the feats Improved Critical, Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    Ehhh... This is Blade Adept with Improved Critical, but gotten at 9th instead of 5th. I don't think Improved Critical justifies 4 levels later, especially considering that Improved Critical isn't very good.

    Quote Originally Posted by ErrantX View Post
    3) Smite Law (Su): The Fallen gains the supernatural ability to smite law three times per encounter, adding his Charisma modifier to hit and his manifester level to damage when using his psicrystal weapon.
    Neat!

    Quote Originally Posted by ErrantX View Post
    4) Morphic Weapon (Ex): The form of the Fallen’s weapon becomes ever more fluid, and with its chaotic power rooted in the strength of its wielder’s psychic power, it gains the ability to stretch and shift. The form of the psicrystal weapon may now be changed once per round as a swift action, allowing him to either separate the weapon into two weapons of the same type or increase the reach of the single weapon. When stretched out, the weapon gains an additional 5ft of reach as if it were a reach weapon and threatens all squares within its reach. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    Reach is nice. The TWF thing is still really weird, though.

    Quote Originally Posted by ErrantX View Post
    5) Ravaging Prism (Su): The fury of the Fallen is embodied in his weapon, the totality of his psychic might into the weapon. He adds his Charisma to hit and damage to the weapon, and an additional 1d6 points of damage due to the wrath of the forces of Chaos. Additionally, if a critical hit is scored, the victim must make a Fortitude save (DC 15 + Charisma modifier) to resist being dazed from the attack.
    So on a Smite, you use 1d20 + BAB + Str + Cha + Cha for your attack? Wow. Still, you're level 16, this is quite fine.

    Quote Originally Posted by ErrantX View Post
    6) Chaos Smite (Su): By channeling his destructive nature through his growing mastery of this urge, the Fallen’s smite improves dramatically. When making a smite attempt, he may also expend his psionic focus to manifest the spell chaos hammer as part of the smite attempt, targeted on the victim of his smite with a caster level equal to the Fallen’s manifester level (save DC is 14+Charisma modifier). Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
    Nice effect; Staggering is a neat effect. I like it.

    Quote Originally Posted by ErrantX View Post
    7) Nightmare Lord (Su): His urge fulfilled, the master of the Prismatic Knife fills his weapon full of his chaotic psychic power in the form of terrible rainbow light. He may change the nature of crystalline enhancement class feature once per round as a move action, and his weapon always counts as the necessary material type (such as silver or adamantine) when attempting to overcome damage reduction. Lastly, the most terrifying power of the Prismatic Knife allows the Fallen to use this prismatic light as a weapon against his foes. Upon scoring a successful critical hit, the Fallen may elect to expend his psionic focus to flood the victim with this light as if he had been hit by a prismatic spray. Roll on the table for prismatic spray to determine the effect of which color the victim is struck by, but the victim is denied a saving throw due to the effect being centered in his body.
    Awesome, this is a really cool effect. I like this.

    Quote Originally Posted by ErrantX View Post
    Dimensional Step (Ps): Due to the psychoportive nature of the powers a fallen traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The Fallen may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known. If possesses this class feature from a previous class, this class feature stacks with the previous one to determine uses per day.
    As the Traveler; nice.

    Quote Originally Posted by ErrantX View Post
    Crystalline Enhancement (Su): The fallen traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 4th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 8th and 12th level. Once chosen, the special ability may be changed if the Fallen spends one hour in meditation. If the fallen traveler has this class feature from a previous class, this class feature stacks with the previously gained one to determine the overall crystalline enhancement bonus to the Fallen’s psicrystal weapon.
    As the Traveler again; also nice.

    Quote Originally Posted by ErrantX View Post
    Chaotic Epiphany (Su): The Fallen has realized his own personal path of empowerment and dedication to the forces of chaos. His form shifts and changes, his spirit expands and infuses him to his very bones, causing him to undergo an amazing transformation, affording him several advantages. He gains the Outsider type with the Extraplanar, Chaotic, and Psionic subtypes, his form changes to meet his personal ideal of what his true nature, gaining a +2 bonus to natural armor, and he also gains the ability to use bend reality as a psi-like ability 1/week with a manifester level equal to his character level. His native plane for the purposes of spells such as banishment is the chaotic plane of Limbo
    Probably should gain immunity to Calling, even if he can be Banished. Otherwise, that's pretty cool.

    Quote Originally Posted by ErrantX View Post
    ---Fallen Travelers---
    Fallen who have levels in the traveler base class (that is to say, now fallen travelers) gain extra abilities the more traveler levels they have. A fallen traveler who becomes one of the Fallen gains all of the following abilities that apply, according to the number of traveler levels the character has.
    1-2: Wild surge +1 (as wilder), psychic enervation (as wilder)
    3-4: Surging euphoria +1 (as wilder), sneak attack +1d6 (as rogue)
    5-6: Wild surge +2, smite law 1/encounter (Add Charisma modifier to attack and combined traveler and fallen traveler levels for damage against lawful creatures)
    7-8: Surging euphoria +2, sneak attack +2d6
    9-10: Wild surge +3, smite law 2/encounter
    11 or more: Chaotic rebirth (a fallen traveler of this level gains a level in the fallen traveler class for each traveler level he trades in. The character level of the character does not change. With the loss of traveler levels, the character no longer gains as many extra abilities for being a fallen traveler
    Can a Traveler 8-10 not trade in the extra levels to get more levels of Fallen Traveler? They ought to be able to, I think. The Wilder stuff makes sense (I was surprised that didn't come up in one of the Urges, actually), but Sneak Attack is odd; the class itself doesn't get any of that... Anyway, this is generally fine, but I think an option to switch Wis for Cha as a one-time thing upon taking the first level of the class would be a good idea. Though that still leaves the problem of un-Fallen Ex-Travelers...

    Conclusion
    I like it, but I keep getting this sense that instead of two classes, you should have just had the Traveler, who uses Wis and gains Esoterica if Lawful, and uses Cha and gains Chaotika if Chaotic (and possibly a third category if Neutral), and gains the ability to swap Wis for Cha/Esoterica for Chaotika (and vice versa) if they change alignment and then get an Atonement (where they're not atoning for becoming Chaotic, but for having been Lawful in the first place). That seems like it would work better.

    Anyway, the main problem with both the Traveler and the Fallen Traveler, at this point, I think, is alignment issues. The Fallen Traveler kind of exacerbated this issue; where before it was kind of a facepalm sort of thing over WotC's stupid and ambiguous alignments, the barring of CG Fallen Travelers, despite the Fallen Traveler's lack of inherent Evil-ness, really brings the Law-as-Good and Chaos-as-Evil thing to the fore. I think some refluffing to reduce that would be appropriate...

    I do hope my PEACH helps, and I hope I'm not treading too much on the vision of the classes with my commentary on the alignment issues. They really are quite fine classes, barring those issues, I think.
    Last edited by DragoonWraith; 2010-07-12 at 04:15 PM.

  22. - Top - End - #22
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by DragoonWraith View Post
    On the changes to the Traveler: I approve of the extra two Esotericas. Getting Blade Adept at 5 is a lot more reasonable. Improved Dimensional Step is still awkwardly worded - "as Dimension Door" might imply that it retains DD's inability to take actions after using it, which I doubt is the intention. Just say it has a Range of Long (400 ft. + 40 ft./Level) - which, by the way, is massive, though nothing to Teleport's 100 mi./level, which the Wizard gets at the same level. Are there any other notable changes that I missed?
    Fixed all the dimension(al) stuff, including the bit about once you dimension door you stand there like a tool. Otherwise, I just rearranged some of the Esoterica. Mostly it's the same though.

    Interesting that you can enter as a non-Traveler. Anyway, this all sounds fine, except that I see nothing about your class that enforces terrible or destructive behavior, beyond this fluff and the prerequisite, which I'll get to...

    Now. Why? Travelers have to be Lawful, and become "fallen Travelers" if they become non-Lawful. But "Fallen Travelers" have to be CN or CE - why? Embracing Chaos is no more Evil than embracing Law is Good - so this class seems to be suffering from the same alignment problems as the Traveler, but in reverse. WotC falls into the same trap all the time, but it's not a good thing, IMO.
    I like the idea of others learning the Lie (Chaos) and having their abilities fold to the Lie, where as with the Truth (Law) there is but one road. As far as alignment... when I think of Travelers, I see them more as LG and LN, where as the Fallen I see them as more CN and CE. Personal view there. I removed the bit about non-good, because you're right that it doesn't make sense, just me as the author saying, I see CG Fallen as being as rare as hen's teeth.

    Most importantly, for "Ex-Travelers" as I'll call them for clarity's sake (and you should too, methinks), the options are only to Atone and return to Lawfulness, or drop into Chaos. Why nothing for those who are Neutral? Or CG? Really, this class (I have read the whole thing) works as nicely for CG as it does for CN or CE. There is no reason I can see that this is restricted at all on the moral axis.
    I've changed the terminology, as it was confusing. The fallen travelers (lower case) are now ex-travelers, where as Fallen travelers/the Fallen are ex-travelers and psychics that have embraced the sources of Chaos.

    Full manifesting is very unusual, but makes sense for the intended entry (Ex-Traveler). For Psions and possibly PsyWars, though, you're giving a fair amount at little cost... Not sure about that.
    It's tricky to get in with PsiWar, Psion, etc with those requirements above, so I'm fine with them getting full manifesting. They're not getting full BAB, and they will be a little behind the curve if you ask me class feature wise. This class is the blackguard to their paladin, after all.

    As expected; looks fine. But if the Fallen Traveler can have this, why can't Ex-Travelers? Seems like the Esotericas are the only things really tied to Law, then.
    They do have this. Ex-travelers do not lose their manifesting, crystalline enhancement, or psicrystal weapon class features and may continue advancing the as normal if they choose to continue advancing in ex-traveler.

    Hrm, not even Atonement will help? That seems rather odd. I assume there are Ex-Fallen-Travelers for those who become non-Chaotic, right?
    There is no rules that allow a Blackguard to go back to being a paladin, same thing really. If you're an ex-traveler and you truly and well embrace Chaos, you're not coming back. Ex-travelers can even be lawful if they're trying to repent, they just need to atone. The true Fallen can never go back to the fold.

    Weird effect with the crystals; what's that got to do with denial? Still, all in all really cool.
    Their aggression results in the formation of crystalline deposits in the skin, their anger causes them to hurt and burst through the skin painfully. Denial is represented in the inky blackness that will coat and swim under one limb.

    You're missing an 's' in "Charismatic" here. Otherwise, this looks pretty cool on a flavor level, but no one should have dumbed Constitution so this is probably a minor benefit. Seeing as you're starting at 7, I dunno...
    Fixed. Also added in that you can use it in place of Wisdom for Will saves, sort of a quasi-replacement for the lost Serenity class feature.

    Heh, Faerie Mysteries Initiate for Charisma. Still, I like it, but it basically means your Constitution score is now meaningless... that's a little weird.
    The idea is that by embracing the chaos their form is breaking down somewhat into their psychic essence.

    The Rage... doesn't make a lot of sense to me. Why would you give up your Manifesting? I'm not sure the benefits of Rage are worth using it, much less a 5th level Chaotica (read: a feature you gain at ECL 16). Tacking Mettle on doesn't really help; Mettle doesn't come into play very often, as not very many abilities actually have a Fort partial or Will partial save.
    I moved it down and moved Chaosmorph up one, as that's more powerful. The rage makes sense to me, animalistic rage of the predator. I also removed the PP cost of it and allow for manifesting.

    Cool, free healing out-of-combat, but you're level 18, that's not a very impressive trick. You'll need a lot more Fast Healing to make much of a difference in combat, methinks.
    Improved to be equal to class level.

    Uhhhh.... Greater Metamorphosis is a 9th level Power. Travelers don't get those, nor do Psychic Warriors. Psions will have a really tough time qualifying for the Fallen Traveler early enough to actually get this ability. How do you expect to use this?
    Fixed this. Lurks, ex-travelers, and psiwarriors get it at 6th level, psions, wilders, and ardents get it at 9th.

    Ehhh... This is Blade Adept with Improved Critical, but gotten at 9th instead of 5th. I don't think Improved Critical justifies 4 levels later, especially considering that Improved Critical isn't very good.
    Buffed it some, giving it Whirlwind Attack. Also, melee isn't very good when compared to the Win-zard. Melee will always be the weakest option.

    Probably should gain immunity to Calling, even if he can be Banished. Otherwise, that's pretty cool.
    I kinda like them being summonable and the normal Travelers not. More fun that way.

    Can a Traveler 8-10 not trade in the extra levels to get more levels of Fallen Traveler? They ought to be able to, I think. The Wilder stuff makes sense (I was surprised that didn't come up in one of the Urges, actually), but Sneak Attack is odd; the class itself doesn't get any of that... Anyway, this is generally fine, but I think an option to switch Wis for Cha as a one-time thing upon taking the first level of the class would be a good idea. Though that still leaves the problem of un-Fallen Ex-Travelers...
    Yeah, I'll allow the 8-10 trade. I solidly want the Charisma manifesting though, and that's not going to change. It's flavorful and an actual penalty for some, or a bonus to others. And honestly, people using these classes will build for this appropriately anyway, so the point is irrelevant.

    Conclusion
    I like it, but I keep getting this sense that instead of two classes, you should have just had the Traveler, who uses Wis and gains Esoterica if Lawful, and uses Cha and gains Chaotika if Chaotic (and possibly a third category if Neutral), and gains the ability to swap Wis for Cha/Esoterica for Chaotika (and vice versa) if they change alignment and then get an Atonement (where they're not atoning for becoming Chaotic, but for having been Lawful in the first place). That seems like it would work better.
    I understand where you're coming from, but in the end, as I am want to, I like my way better. Just saying.

    Anyway, the main problem with both the Traveler and the Fallen Traveler, at this point, I think, is alignment issues. The Fallen Traveler kind of exacerbated this issue; where before it was kind of a facepalm sort of thing over WotC's stupid and ambiguous alignments, the barring of CG Fallen Travelers, despite the Fallen Traveler's lack of inherent Evil-ness, really brings the Law-as-Good and Chaos-as-Evil thing to the fore. I think some refluffing to reduce that would be appropriate...
    I have placed in there some evil-ness to make it more dark; they're supposed to be a bit more villainous and inhuman. Alignment is an argument that can be (and has been) had for hours and hours. Disciplined monk psychic fighter wanderers who cherish knowledge and spirituality vs passionate and impulsive psychic wanderers who focus on their knowledge of their self over worldly knowledge. And honestly, I like them to have a slight tend towards Good for Law and Evil for Chaos.

    I do hope my PEACH helps, and I hope I'm not treading too much on the vision of the classes with my commentary on the alignment issues. They really are quite fine classes, barring those issues, I think.
    It helps a lot, and while I disagree with you on the alignment beliefs on the class, really, at the end of the day morality is entirely subjective, and alignment is the stupid bastard offspring of morality. Lord_Gareth's color wheel alignment system honestly is one of the best alignment systems I've seen, but as the game functions with rules that actually affect alignment, I find it's best to not fill my homebrew with more homebrew rules.

    Thank you again for the extensive critique, and just give a looksee to what changes I've made if you'd like.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by ErrantX View Post
    Fixed all the dimension(al) stuff, including the bit about once you dimension door you stand there like a tool. Otherwise, I just rearranged some of the Esoterica. Mostly it's the same though.
    Not really sure why you reference Dimension Door at all when you could just say that it now has Range of Long, but whatever, that looks fine.

    Quote Originally Posted by ErrantX View Post
    I like the idea of others learning the Lie (Chaos) and having their abilities fold to the Lie, where as with the Truth (Law) there is but one road. As far as alignment... when I think of Travelers, I see them more as LG and LN, where as the Fallen I see them as more CN and CE. Personal view there. I removed the bit about non-good, because you're right that it doesn't make sense, just me as the author saying, I see CG Fallen as being as rare as hen's teeth.
    Well, except that Law ≠ Truth and Chaos ≠ Lie. I dunno, I'm fundamentally bothered by your connection of Law with Good and Chaos with Evil. The alignment system already conflates an unbelievable number of options into just 9; your fluff here seems to do further conflation, becoming like the 4e alignment system (only 5 alignments, LG, G, N, E, and CE), which I'm not much of a fan of. In 4e, this fluff would probably work fine, but in 3.5 I don't think it does.

    Quote Originally Posted by ErrantX View Post
    I've changed the terminology, as it was confusing. The fallen travelers (lower case) are now ex-travelers, where as Fallen travelers/the Fallen are ex-travelers and psychics that have embraced the sources of Chaos.
    Sounds fine.

    Quote Originally Posted by ErrantX View Post
    It's tricky to get in with PsiWar, Psion, etc with those requirements above, so I'm fine with them getting full manifesting. They're not getting full BAB, and they will be a little behind the curve if you ask me class feature wise. This class is the blackguard to their paladin, after all.
    Probably true.

    Quote Originally Posted by ErrantX View Post
    They do have this. Ex-travelers do not lose their manifesting, crystalline enhancement, or psicrystal weapon class features and may continue advancing the as normal if they choose to continue advancing in ex-traveler.
    Sorry, my mistake.

    Quote Originally Posted by ErrantX View Post
    There is no rules that allow a Blackguard to go back to being a paladin, same thing really. If you're an ex-traveler and you truly and well embrace Chaos, you're not coming back. Ex-travelers can even be lawful if they're trying to repent, they just need to atone. The true Fallen can never go back to the fold.
    OK, I guess that does make sense. Except that I already hate both the Paladin and the Blackguard for both fluff reasons and design issues...

    Quote Originally Posted by ErrantX View Post
    Their aggression results in the formation of crystalline deposits in the skin, their anger causes them to hurt and burst through the skin painfully. Denial is represented in the inky blackness that will coat and swim under one limb.
    This sounds cool; you should incorporate it into the description itself, I think.

    Quote Originally Posted by ErrantX View Post
    Fixed. Also added in that you can use it in place of Wisdom for Will saves, sort of a quasi-replacement for the lost Serenity class feature.
    Ooh, yeah, now that's starting to look quite nice.

    Quote Originally Posted by ErrantX View Post
    The idea is that by embracing the chaos their form is breaking down somewhat into their psychic essence.
    Oh, the fluff is excellent, but from a design standpoint, the fact that Constitution no longer does anything is problematic. Necropolitan, for example, starts looking really good...

    Quote Originally Posted by ErrantX View Post
    Improved to be equal to class level.
    Ehh... Fast Healing 13 at 20th still seems a bit low-ish. I'm not honestly sure, though, since you rarely see it on PCs and I know next to nothing of monsters, who are the ones who usually have it.

    Quote Originally Posted by ErrantX View Post
    Fixed this. Lurks, ex-travelers, and psiwarriors get it at 6th level, psions, wilders, and ardents get it at 9th.
    But Psions, Wilders, and Ardents cannot qualify for this class early enough to actually get level 13, when they actually gain this feature. Multiclassing could get them in, but can they even manage 9th's at the same time..? Eh, probably, but it looks like they'll have to dip Slayer for a couple of levels to pull it off. That's probably OK.

    Quote Originally Posted by ErrantX View Post
    Buffed it some, giving it Whirlwind Attack. Also, melee isn't very good when compared to the Win-zard. Melee will always be the weakest option.
    Eh, I don't think it should be. Whirlwind's pretty weak too, but if you're thinking along those lines, maybe something like the Dervish's signature feature? Would probably be fitting.

    Quote Originally Posted by ErrantX View Post
    I kinda like them being summonable and the normal Travelers not. More fun that way.
    Sucks for your BBEG Fallen Traveler who gets Gated, though...

    Quote Originally Posted by ErrantX View Post
    Yeah, I'll allow the 8-10 trade. I solidly want the Charisma manifesting though, and that's not going to change. It's flavorful and an actual penalty for some, or a bonus to others.
    "Actual penalty", by which you mean the character becomes nearly unplayable? A Traveler's only dump stat is Charisma, anyone who has actually been playing a Traveler is not going to have enough Charisma to make their Manifesting meaningful.

    I agree with the flavor, and I was not suggesting that you change it - I was suggesting that when someone first becomes a Fallen Traveler, they could switch their Charisma and Wisdom score. Or maybe, every time you take a level of Fallen Traveler, you may choose to permanently lose one point of Wisdom to gain one point of Charisma (but you cannot do so if you have 10 or fewer Wisdom).

    Otherwise...
    Quote Originally Posted by ErrantX View Post
    And honestly, people using these classes will build for this appropriately anyway, so the point is irrelevant.
    This is terrible design. The Blackguard has the same problem, and I was hoping you were trying to avoid it. The falling mechanic is only interesting if it can actually happen in a real game in a way that is compelling. But as it is, no Ex-Traveler (who actually saw play as a Traveler) will make a good Fallen Traveler, and no good Fallen Traveler would have been any good as a Traveler. This is not good, IMO.

    Quote Originally Posted by ErrantX View Post
    I understand where you're coming from, but in the end, as I am want to, I like my way better. Just saying.
    Well, not going to argue with you on that.

    Quote Originally Posted by ErrantX View Post
    I have placed in there some evil-ness to make it more dark; they're supposed to be a bit more villainous and inhuman. Alignment is an argument that can be (and has been) had for hours and hours. Disciplined monk psychic fighter wanderers who cherish knowledge and spirituality vs passionate and impulsive psychic wanderers who focus on their knowledge of their self over worldly knowledge. And honestly, I like them to have a slight tend towards Good for Law and Evil for Chaos.
    Again, I disagree, but you're right that it's not worth arguing about.

    Quote Originally Posted by ErrantX View Post
    It helps a lot, and while I disagree with you on the alignment beliefs on the class, really, at the end of the day morality is entirely subjective, and alignment is the stupid bastard offspring of morality. Lord_Gareth's color wheel alignment system honestly is one of the best alignment systems I've seen, but as the game functions with rules that actually affect alignment, I find it's best to not fill my homebrew with more homebrew rules.
    Personally, I have no problem using homebrew in my homebrew (there's stupid meme about dawgs here), but I can understand that. And I think yes, the color wheel would work better for this. On the other hand, I do tend to try to make my work fit within whatever system it's using. *shrug* Certainly no problem with eschewing some of D&D's stupider conventions. I just don't really agree on this one.

    Quote Originally Posted by ErrantX View Post
    Thank you again for the extensive critique, and just give a looksee to what changes I've made if you'd like.
    Will try.

    Quote Originally Posted by ErrantX View Post
    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Did some relooking over to playtest this, came up with some feats and ACF's. Let me know what you think! Posted these in post #3!

    -X
    Last edited by ErrantX; 2010-10-26 at 02:55 PM.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Drafted three new prestige classes for use with this class.

    The Astromancer, a traveler who has learned to master both his talents as a traveler and the ways of the arcane arts, combine their manifold talents into being supreme planeswalkers.

    The Blade Primarch, a follower of the esoteric path of the Planar Blade and scholar of the Sublime Way, wield their psicrystal weapons with practiced skills learned from all over the multiverse.

    The Esoteric Wanderer, a skillful traveler who has learned to blend the esoterica of the Nomad Lord with guerilla fighting techniques to be masters of both movement and surgical strikes.

    If anyone is interested in giving some ideas and/or tips to help me out with creating these classes, post em here! Or if you can provide critique with what's already here in this thread, please, again, post and let me know!

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Let me start by saying that I'm glad that I stumbled upon this thread. Really awesome, although, as with most things I get psyched about, I'm usually wary about it probably being too powerful: As it is, this is probably one of the only classes (homebrew and core) in which I'd ever consider taking all 20 levels, as usually I tend to gish up caster with an emphasis on powers for melee combat, a trait which this class possesses intrinsically (and, in some cases, without powers).

    As a formatting nitpick, I think the contents in the Special column on the class chart would look better aligned to the right rather than centered, but again, this is a nitpick.

    As far as balance is concerned, I'm in no state to evaluate this class. As far as flavor is concerned, however, I made a ridiculous (broken) planeswalker template for a specific PbP with a very different level of power that wound up with very similar abilities. Suffice to say, you've taken a concept that I only imagined could be accomplished with a completely different campaign standard, and standardized it for the rest of the system. (Wow, I am talking about balance...) Getting back on point, I've always loved the concept of planeswalkers... I've also loved the concept of philosopher-warriors. Specifically, I had a character that I kind of based on Plato-idealism (i.e. universal forms and justice/responsibility)... yeah. Digressing again. All in all, amazing work here.

    If I can, I'll try to get a DM to let me play one and let you know how it handles, as mechanics would be the only thing I'm unsure of. Other than that, it looks great, and you've crafted a diverse character class quite masterfully. An interesting idea to consider that may increase their power diversity would be to give them an ability akin to the psychic warrior's ability to gain access to a mantle. Actually, the concept of mantles in general seem in line with travelers (at least, to me).

    As far as your new PrC ideas are concerned: I'll see if I can help you come up with any ability ideas if you ever need filler material. Other than that, I eagerly anticipate what you produce. It might be cool to give the Wanderer something akin to bonus damage for teleporting and attacking, (skirmish comes to mind, made even more effective by swift teleports). I'm sure you have ideas.

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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    First of all, this is a very good idea, and you should be proud of how developed it is. Now, for the not so fun part.


    Psicrystal Affinity: The traveler gains Psicrystal Affinity as a bonus feat at 1st level.

    Trinket: At first level, the traveler's psychic talent manifests a piece of crystallized ectoplasm, forming a piece of simple yet beautiful jewelry. Within this piece of jewelry resides his mind's connection to the universal order of the universe and the planes, and its perfect symmetry expresses this. Trinkets usually take the form of elegant bracelets, necklaces, rings, or earrings, but other jewelry items (especially ones with cultural importance) are possible. This piece of jewelry has no seams and fits perfectly to the body, so easy removal of this trinket is impossible without cutting it off of the traveler. Should this occur, he may form another trinket upon a day of meditation. This trinket causes the traveler to emanate an aura of law as a cleric of his level. Travelers may recognize each other by this trinket, and some even use it as a sort of waypoint for meeting others of their kind. This item is a psionic item with a moderate universal aura.
    Excellent idea - but this does become a liability with scrying, doesn't it? What does it offer beyond an aura? What are the mechanics of the sensory - does this give a Detect Traveler SLA?

    Psicrystal Weapon (Su): Through his will and psionic power, the traveler has established a dominant link with his psicrystal to the point where he can morph its form into a crystal melee weapon in which he is proficient with as a move action. While in the form of a weapon, the traveler still retains the benefits of the psicrystal (when in weapon form, however, the psicrystal cannot propel itself in any fashion on it's own, it has to revert to it's natural state to move). If disarmed or sundered, the psicrystal weapon reverts to the form of a psicrystal (shards of the broken weapon evaporate off as ectoplasm if the weapon is sundered). If the weapon is sundered, the traveler loses the benefits of his psicrystal and psicrystal weapon for 24 hours due to the psychic shock to the psicrystal itself. If the psicrystal itself is destroyed, then this class feature is unavailable until such a time as the traveler gains a new psicrystal.

    Additionally, at 4th level, this weapon improves to becoming a +1 psionic weapon, and gains additional potency at 8th, 12th, 16th, and 20th level.
    This ability, however...seems a bit strange. While I get that he's essentially a Bard/Spellsword/Abjurant Champion of Psionics, the ability seems very strange thematically, and doesn't seem to fit with the general scheme of the class and really feels just jammed in there.

    I would suggest something both useful in utility, but also fitting for the class - say, some sort of series of speed and mobility boosters? The crystal can, with higher levels, transform into anklets or some business which grant greater movement speed, freedom of movement, etc. Things that fit with the wandering nature, but also their psionic trinkets.

    Serenity (Su): At 2nd level, the traveler's connection to the multiverse deepens through his philosophies and his insight, granting him greater defense against the perils of existence. The traveler may add his Wisdom modifier to his Fortitude and Reflex saves instead of his Constitution and Dexterity modifiers respectively.
    Now, I see this enough...on it's own, it's relatively innocent, but also not a good idea; technically, the refocusing away from bad RAW is good on paper, but when combined with the first Esoteria, you see a serious boost. The Esoterica in general, I think need a serious nerf but that is neither here nor there. The problem comes when Mr. Ability Drain appears to rain on your parade - those nice high saves, and manifesting stat? Gone. RAW in excess is bad, but too little RAW means getting totally destroyed by a single ability drain.

    Instead, try one of these three viable options:
    A.) Create a flat bonus that increases with level. (Admittedly, not really fitting, but it's usually a safe bet)
    B.) Bonus that scales with Traveler level. (Highly suggested, possibly a total +4 or so.)
    C.) Make all saves Medium Saves. (Normally, I wouldn't suggest this, but for a class so bent on a bit of a blind notion of ultimate Law, balance should be very important, so in this case, highly recommended.)

    Bonus Power Known: At 2nd level, the traveler learns the secret of joining others on planar journeys, gaining the astral travaler power as a bonus power. At 8th level, he learns to lead such forays, learning the astral caravan power as a bonus power.
    I think these might be gained a little too close to their given levels, but at most I might suggest bumping them up maybe one level later - additionally, considering furthering his number of psionic-like abilities.

    Dimensional Step (Ps): Due to the psychoportive nature of the powers a traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The traveler may manifest dimensional hop as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known.
    This is some serious moving and shaking, but it seems to fit perfectly.

    Esoteric Path: As a traveler traverses the planes of the multiverse, his experiences teach him many new tricks and arm him with new tools to aid him on his endeavors. At 3rd level, and every odd level afterward, the traveler gains a new ability, called esoterica, from the lists below. Each esoterica grants a new ability, a passive ability, or exceptional skill based upon his travels and experiences. Each esoterica falls upon something called an esoteric path, each path dedicated to the focus each individual traveler has chosen.
    I'm not including a section for the Esoterica right now, because that will take a lot of review and number testing, but it stands to say it needs a series of serious revisions.

    Bonus Psionic Feat: At 5th, 10th, and 15th level, the traveler gains a bonus psionic or metapsionic feat.
    Doesn't fit but it also doesn't not fit...I suppose there's no harm in this. Keep it.

    Crystalline Enhancement (Su): The traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 6th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 14th and 18th level. Once chosen, the special ability may be changed if the traveler spends one hour in meditation.
    Even though I suggested eliminating the psionic weapon, I think this still has serious potential if fitted for the class mechanically and thematically. Allow him to manifest ammunition for ranged weapons as well as augment (temporarily) a melee weapons - shoot, even his armor, and add templates to them as he does. You know, the kind that evaporate or shatter later so he can't farm them for gooooooooold. Of course, he should receive this ability much sooner to make up for it, to really replace the psionic weapon.

    Philosophical Enlightenment: The traveler has reached a place of true enlightenment of mind, body, and spirit. Through this enlightenment, he achieves a sort of transcendence of being, and his spirit becomes tied to the myriad of planes in existence. His type changes to Outsider with the Psionic, Lawful, and Extraplanar subtypes, and he becomes immune to any attempt to forcefully banish or teleport him (unless he chooses to allow it to work). Additionally, the Traveler's supreme enlightenment allows him to know how to manipulate the energy of his body and mind, so he may manifest true metabolism once per day as a psi-like ability as a manifester equal to his Traveler level.
    I'd call this pretty meh like the Monk capstone if it wasn't for the True Metabolism. Works for me.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    @Devigod:

    Thank you for the praise on the class, it is appreciated. I'm intending to post the three new classes here over the next week or two, so keep your eyes peeled for them. I would love your feedback on those, as well as any suggestions you may have both before or after they are posted (PM me or post here if you've got something!)

    As far as playtest, definitely, I'd love to see how this works out for you. I'm about to start play testing this class myself in a friend's game, actually, as well, and I am really stoked about it. Funnily enough, his game is going to be set in the M:tG cosmology and Travelers there are basically lesser neowalkers, in that they don't necessary move freely like a Planeswalker, but they follow through the bores or conduits made by their passing through the blind eternities. Kind of a neat idea.

    @DrWeird:

    So... let me get this straight: You're giving me a pat on the head for a good idea but dislike nearly every single bit of the class?

    The trinket is fluff, plus aura of law. It's used mostly in conjunction with the Nomad Lord esoterica chain. The psicrystal weapon is used with the Planar Blade esoterica chain, and as far as class combination this could be accused of emulating, it would be more like a Soulknife/psychic warrior/elocator hybrid. As far as the bonus powers known, those come in at the appropriate levels because they're 1) useful in some situations, but not in most and 2) it makes sense to give them the powers that they'll use to make sure that they accomplish the goals for free, as opposed to have them spend precious powers known slots on them and potentially not have them.

    Esoterica are potent due to the fact that, well, fighter feats aren't, but powers, spells, and maneuvers are. Esoterica form a network of customizable class features that enhance whatever aspect of the Traveler you wish to specialize in, not unlike someone focusing on Bardic Music over bardic magic, or pimping Wild Shape if they're a druid. It's built into the class to provide numerous and still potent combinations that can create a wide variety of characters all from the same class. Traveler power selection doesn't give you the amazing win buttons that psion or wizard gives you; they're more utility and self-buffing than anything. With that in mind, Esoterica give you something else to do other than use Power Attack or Combat Expertise, and give you tools to accomplish both your role in the party and fit the flavor of the class.

    -X
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    I never said to get rid of Esoterica, just revise it - I suppose I deserved that for not better explaining my intention; I feel that it needs attention towards the area of application - it requires more combat affinity for what I suppose is a gish; it felt like the main appeal of the class abilities, and therefore needs a greater synergy of psionic maneuverability and gishing.
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    Default Re: [3.5] The Travelers, philosopher-warriors of multiverse (Base Class, Psionic)

    Quote Originally Posted by DrWeird View Post
    I never said to get rid of Esoterica, just revise it - I suppose I deserved that for not better explaining my intention; I feel that it needs attention towards the area of application - it requires more combat affinity for what I suppose is a gish; it felt like the main appeal of the class abilities, and therefore needs a greater synergy of psionic maneuverability and gishing.
    Not to sound resistant, but how do you mean? Each of the esoterica paths improves the Traveler's combat ability and utility to some measure. Astral Mind grants you improved telekinetic abilities and increased power points to use them, in addition to defenses for the character. Nomad Lord improves your manifester level for psychoportive abilities (and there are psychoportive attacks on his power list) and improves maneuverability, and grants defenses like mettle and environmental protection. Planar Blade is straight forward: You wanna hit folk with a sword? Here's how ya do it. A 20th level Traveler has an effective +15 weapon, in addition to having a weapon that can autoconfirm crits, ignore DR and hardness, add his Wisdom to damage and to hit, and grant smites and feats. You get enough esoterica to mix and match some, and you can spend feats on Deeper Understanding to get additional esoterica.

    I guess I'm not seeing where you're coming from here. Examples or explanations would help.

    -X
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