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Old 03-05-2011, 04:02 PM   Top  -  End  -  #1
Hawk7915
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Default [3.5]The Planeswalker (PEACH)

Designer Notes
Spoiler


The Planeswalker

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

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

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

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

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

Hit Die: d8

Planeswalker
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial123456
1st
+0
+0
+0
+2
Walk the Planes 1/day, Color Skills, Minor Arcana, Boon (Novice)1     
2nd
+1
+0
+0
+3
Mana Source 1/day1     
3rd
+2
+1
+1
+3
Planeswalker’s Jaunt (Move)2     
4th
+3
+1
+1
+4
Boon21    
5th
+3
+1
+1
+4
Baleful Shift31    
6th
+4
+2
+2
+5
Easy Walking32    
7th
+5
+2
+2
+5
Boon (Journeyman)320   
8th
+6/+1
+2
+2
+6
Mana Source 2/day331   
9th
+6/+1
+3
+3
+6
Walk the Planes 2/day, Favored Plane (+2)332   
10th
+7/+2
+3
+3
+7
Boon (Expert)3320  
11th
+8/+3
+3
+3
+7
Planeswalker's Jaunt (Swift)4331  
12th
+9/+4
+4
+4
+8
Emergency Walk 1/day, 4332  
13th
+9/+4
+4
+4
+8
Boon (Master), Walk the Planes 3/day43320 
14th
+10/+5
+4
+4
+9
Swift Traveler44331 
15th
+11/+6/+1
+5
+5
+9
Emergency Walk 2/day, Favored Plane +454332 
16th
+12/+6/+1
+5
+5
+10
Boon543320
17th
+12/+7/+1
+5
+5
+10
Planeswalker’s Jaunt (Immediate), Walk the Planes 4/day 544331
18th
+13/+8/+3
+6
+6
+11
Emergency Walk 3/day554432
19th
+14/+9/+4
+6
+6
+11
Boon (Legend)554443
20th
+15/+10/+5
+6
+6
+12
Mastery of the Planes, Walk the Planes 5/day554444

Class Features:
Spoiler


White Boons and Spell List:
Spoiler


Blue Boons and Spell List:
Spoiler


Black Boons and Spell List:
Spoiler


Red Boons and Spell List:
Spoiler


Green Boons and Spell List:
Spoiler
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Quote:
Originally Posted by streakster View Post

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

Last edited by Hawk7915 : 05-24-2013 at 01:40 PM.
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Old 03-05-2011, 04:05 PM   Top  -  End  -  #2
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Planeswalker Feats
Spoiler


Epic Planeswalker Progression

Spoiler
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Quote:
Originally Posted by streakster View Post

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

Last edited by Hawk7915 : 05-23-2013 at 02:49 PM.
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Old 03-05-2011, 06:15 PM   Top  -  End  -  #3
TheGeckoKing
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

This looks awesomesauce, actually.
At 19th level I think it should be Boon (Legend), not Boon (Master).
Lastly, an offering for the Black spell list - I think I found a Damnation stand-in.
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Old 03-05-2011, 07:44 PM   Top  -  End  -  #4
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by TheGeckoKing View Post
This looks awesomesauce, actually.
At 19th level I think it should be Boon (Legend), not Boon (Master).
Lastly, an offering for the Black spell list - I think I found a Damnation stand-in.
Thank you . You're right on the boon; that's fixed.

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

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.
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Old 03-05-2011, 07:51 PM   Top  -  End  -  #5
TheGeckoKing
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Well, my only advice is stick to what the colors are typically about;

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

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

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

In short, keep up the good work.

Last edited by TheGeckoKing : 03-05-2011 at 07:51 PM.
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Old 03-06-2011, 05:09 AM   Top  -  End  -  #6
Southern Cross
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

So yet another Charisma-based arcane class? The Planeswalker class appears to be the opposite of Paizo's Summoner class in that it sends the character to other planes of existence,instead of summoning creatures.
One thing I've noted is the very limited number of spells known. Since its stated in the text that the Planeswalker needs to learn two spells of the same color to learn a higher level spell,most Planeswalkers will only have access to two colors at best. Was this intentional?
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Old 03-07-2011, 01:40 PM   Top  -  End  -  #7
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by TheGeckoKing View Post
Well, my only advice is stick to what the colors are typically about;

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

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

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

In short, keep up the good work.
Thanks, will do . That was my general idea. Most schools don't map on well but my rough sketch is...

WHITE: White gets to heal. Lame, I know. Anything that provides a boost to attack, AC, or saves tended to get tossed into white as well. To give them a bit more versatility, banishment effects got lumped into white due to the inspiration of cards like this.

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

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

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

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

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

Quote:
Originally Posted by Southern Cross View Post
So yet another Charisma-based arcane class? The Planeswalker class appears to be the opposite of Paizo's Summoner class in that it sends the character to other planes of existence,instead of summoning creatures.
One thing I've noted is the very limited number of spells known. Since its stated in the text that the Planeswalker needs to learn two spells of the same color to learn a higher level spell,most Planeswalkers will only have access to two colors at best. Was this intentional?
Originally the planeswalker got to designate which mental stat governed their casting. The idea appealed to me but was dropped for simplicity's sake, but I could be persuaded to bring the idea back.

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

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

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

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

Thoughts?
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Quote:
Originally Posted by streakster View Post

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

Last edited by Hawk7915 : 03-07-2011 at 01:47 PM.
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Old 03-13-2011, 04:00 PM   Top  -  End  -  #8
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Busy week of school has been busy, but Black boons and Blue spells are up! I also put up my notes on the other boons, although they need a loooot of formatting.
__________________
My first homebrew base class: [3.5] The Planeswalker
And my Second: [4E] The Death Knight (WIP)


Quote:
Originally Posted by streakster View Post

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.
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Old 03-13-2011, 06:38 PM   Top  -  End  -  #9
DMBlackhart
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Not a lot to comment about right now, or rather I have not read it well enough to make a real appropriate comment. I will be sure to read and re-read it soon though. But for now, just want to give a big ol' thumbs up, I approve of this idea. (and it blows my own planeswalker - class adaption out of the water, bravo).
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Old 03-13-2011, 06:45 PM   Top  -  End  -  #10
Vauron
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Why does Skills of the Swamps give Blue skills, and not Black skills?
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Old 03-13-2011, 06:53 PM   Top  -  End  -  #11
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by Vauron View Post
Why does Skills of the Swamps give Blue skills, and not Black skills?
Because copy-pasting to save ten seconds of typing is NOT your friend . Fixed.
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My first homebrew base class: [3.5] The Planeswalker
And my Second: [4E] The Death Knight (WIP)


Quote:
Originally Posted by streakster View Post

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.
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Old 03-13-2011, 07:41 PM   Top  -  End  -  #12
Darth Stabber
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

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

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

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

While not so often in recent years, red has also had cold type stuff in it's color pie. Other non-burn for the red caster: Haste(representing haste of course, and first/double strike), Daze effects (target creature can't block this turn), damage increasing buffs (target creature gets +x/+0), and maybe some luck related stuff (since redc has most of the coin flipping).
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Old 03-13-2011, 07:56 PM   Top  -  End  -  #13
Benly
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by Darth Stabber View Post
Casting stat should probably be dependant on color involved. White and green should cast on wis, red is cha, blue is int, and black could go cha or int. It fits flavorfully, and could add an interesting angle to the class.
Only if a given character always has a single casting stat determined by his initial color allegiance. A single character with multiple casting stats is a terrible idea and a huge nerf.
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Old 03-13-2011, 08:19 PM   Top  -  End  -  #14
DMBlackhart
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Correct me if I am wrong, but all the spells on the list are (obviously) copied from existing spells. (at least to my knowledge). I also notice the lack of 0-level spells. Not a huge issue, but it did bring an idea to mind. You can take it or leave it as you see fit of course. But if you incorporated 0-level spells from all sources (and possibly all classes? I dunno on that one) as an at-will thing, I don't see it being too broken (if I am wrong, correct me). This could at least give the planeswalker more of their "Constantly spellslinging" feel.
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Old 03-13-2011, 08:26 PM   Top  -  End  -  #15
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

I'd support the at-will cantrips idea, possible with Cure and Inflict replaced with Stabilize and Bleed (or whatever Pathfinder calls them). If Pathfinder thinks at-will cantrips from level 1 isn't broken, it probably isn't. Plus, some of my favorite spells are cantrips. XD
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Old 03-13-2011, 08:31 PM   Top  -  End  -  #16
DMBlackhart
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Well it is not the cantrips so much that seem to be broken, at least from my experience, but rather the way they are used. But to be fair, take away ALL magic, and a clever PC will still ruin everything if they want to.
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Old 03-14-2011, 01:32 PM   Top  -  End  -  #17
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

It's true, prestidigitation is wish for creative people. The things that I can do by RAW with mage hand would make your head spin.
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Old 03-14-2011, 03:10 PM   Top  -  End  -  #18
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

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Originally Posted by Darth Stabber View Post
It's true, prestidigitation is wish for creative people. The things that I can do by RAW with mage hand would make your head spin.
I'm a lich, strong winds make my head spin!
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Old 03-14-2011, 07:08 PM   Top  -  End  -  #19
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Here's an idea for a Novice Boon:
Mastery of a Color: You gain an extra spell known of your first color. For every Boon you have of the same color,you gain an extra known spell of the next higher level; i.e. an extra 2nd-level spell known at 4th level,an extra 3rd-level spell known at 7th-level etc.
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Old 03-15-2011, 12:20 AM   Top  -  End  -  #20
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Feedback! I love feedback.
Quote:
Originally Posted by Darth Stabber View Post
Love it, your my new best friend, call me every 10 minutes. Suggestions follow.

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

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

While not so often in recent years, red has also had cold type stuff in it's color pie. Other non-burn for the red caster: Haste(representing haste of course, and first/double strike), Daze effects (target creature can't block this turn), damage increasing buffs (target creature gets +x/+0), and maybe some luck related stuff (since redc has most of the coin flipping).
Thank you very much . It seems to me that the desire for more casting stat freedom is pretty high; I'll be going back to the "choose Charisma, Int, or Wis; this choice is permanent at 1st level" from my original pass. Also I'll consider modding the save DCs on the boons and SLAs .

Quote:
Originally Posted by DMBlackhart View Post
Correct me if I am wrong, but all the spells on the list are (obviously) copied from existing spells. (at least to my knowledge). I also notice the lack of 0-level spells. Not a huge issue, but it did bring an idea to mind. You can take it or leave it as you see fit of course. But if you incorporated 0-level spells from all sources (and possibly all classes? I dunno on that one) as an at-will thing, I don't see it being too broken (if I am wrong, correct me). This could at least give the planeswalker more of their "Constantly spellslinging" feel.
You are very much correct. I'm lazy like that . I like my current, Duskblade-esque cantrips (3+casting stat mod/day), but I'll consider expanding the list, potentially just to "All 0 level spells in all source books forever" rather than just Detect Magic, Cure Minor Wounds, Read Magic, and Mage Hand.

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

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

1: Black spells are up!

2: I'm considering a second legend boon, some sort of "Legend Spell" that grants an 8th or 9th level spell appropriate to that color as an SLA 1/day (Mass Heal/Gate, Time Stop/Disjunction, Gate/Sphere of Destruction, Meteor Swarm/Shapechange, Shapechange/Storm of Vengeance/Summon Elemental Monolith). Thoughts on this?
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EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.

Last edited by Hawk7915 : 03-15-2011 at 01:00 AM.
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Old 03-15-2011, 04:32 PM   Top  -  End  -  #21
Southern Cross
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

I'd say add it in. Otherwise only the Blue Planeswalkers will get Use Magic Device as a class skill.
I also like the idea of a second Legend boon. Not only does it increase customization at higher levels, but it gives Planeswalkers limited access to 8 & 9th level spells.
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Old 03-16-2011, 01:28 PM   Top  -  End  -  #22
blackmage
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

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

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

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

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).
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Old 03-17-2011, 10:38 AM   Top  -  End  -  #23
BladeofOblivion
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by blackmage View Post
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

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

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

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

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

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

That said, this should probably be fixed for the sake of balance.
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Old 03-17-2011, 02:54 PM   Top  -  End  -  #24
Benly
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by blackmage View Post
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

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

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

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).
An alternate option would be to limit what level of spells you can use it on based on your class level. At level 13, unlimited first- or second-level spells isn't a big deal, and unlimited third-level spells is still only a mildly big deal. By the time you hit 20, unlimited sixth-level spells is still piddles compared to what the real casters are pulling off.
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Old 03-20-2011, 02:34 PM   Top  -  End  -  #25
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
Originally Posted by blackmage View Post
Perhaps no-one will be surprised, but I have power concerns on Necropotence and Dark Ritual. Dark Ritual doesn't seem insane, really, but I think it may be stronger than the other colors 'per-boon bonus' boons. Just keep an eye on it.

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

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

I'd suggest either increasing the HP cost to 5 plus some uses/day limit(a significant number of 'free' spells, but not infinite), or increasing the cost to 8-10 with no daily limit (high enough cost that healing yourself after use is non-trivial).
Thanks for the feedback! I think you are most likely correct on Necropotence (no big shock, eh? ). One thing I'm going to immediately do is make it so that it can only recover black spells: at least that way the "infinite battery" can't be fueled by the 'walker alone by using Necropotence to recover Cure Light Wounds or Lesser Vigor for less than the cost of the spell.

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

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

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.
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Old 03-21-2011, 02:50 PM   Top  -  End  -  #26
DMofDarkness
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

Quote:
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Blood Knight: You have full Base Attack Bonus and gain bonus damage each time you land a critical hit.
This... would probably be better on Green, given that they are the most melee-centric planeswalkers. Seriously, just look at Garruk- only green mana, and he has potent melee prowess. And Ajani Vengeant, while having a red mana cost, in the books, he has a connection to green mana. I would seriously consider giving green this power...
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Old 03-21-2011, 10:12 PM   Top  -  End  -  #27
ZaneLaCoix
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

I love this class!

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

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

Also, for spell lists, think it might be easy to consolidate each separate school of thought and magic (psionic, druidic, clerical, arcane, etc. but mostly the schools of transmutation, evocation, destruction and the like) into different pieces of the color pie, rather than trying to compile a list of names? That way no two 'walkers of even the same color would be of the same (See Jace and Tezzeret, or Liliana and Sorin)
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Old 03-22-2011, 02:27 PM   Top  -  End  -  #28
Southern Cross
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

I suggest that if you're using Gate as the optional Legend Boon for White Planeswalkers,then you nerf it in some way. At the very least, the type of creatures summoned should be dependent on alignment-good Planeswalkers shouldn't be able to Gate in evil outsiders,and vice versa.
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Old 05-04-2011, 03:45 PM   Top  -  End  -  #29
Hawk7915
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

After a month of tests, papers, and endless presentations, I'm back to finish what I started .
=================
Quote:
Originally Posted by DMofDarkness View Post
This... would probably be better on Green, given that they are the most melee-centric planeswalkers. Seriously, just look at Garruk- only green mana, and he has potent melee prowess. And Ajani Vengeant, while having a red mana cost, in the books, he has a connection to green mana. I would seriously consider giving green this power...
After some thought, I agree. While there could be a barbarian planeswalker, currently we've seen spellcasters from red (Jaya, Chandra, Koth) and fighters from green and white (Ajani, Elspeth, Gideon, Garruk). I'll make the switch I think. It's low-enough hanging fruit that most red "fighter" types can still access it via Green anyways.
Quote:
Originally Posted by ZaneLaCoix View Post
Also, for spell lists, think it might be easy to consolidate each separate school of thought and magic (psionic, druidic, clerical, arcane, etc. but mostly the schools of transmutation, evocation, destruction and the like) into different pieces of the color pie, rather than trying to compile a list of names? That way no two 'walkers of even the same color would be of the same (See Jace and Tezzeret, or Liliana and Sorin)
Thanks for the feedback (I'm not sure you'll see this, but thanks nonetheless). This is something I'm strongly considering because it's just good for my sanity...how does this look as a tentative list?

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

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

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

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

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

EDIT: Seriously. These encounters are like matching cats v. mice. Me vs. a plate full of puff pastry. Chuck Norris v. anything at all, ever.

EDIT2: O-Chul v Shark. Snuggles v. that pansy Good Cat. Pun-Pun, full stop.
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Old 05-04-2011, 04:01 PM   Top  -  End  -  #30
GeekGirl
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Default Re: [3.5]The Planeswalker (WIP, PEACH)

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