Cosmic Traveller (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Starting with exotic weapon prof but literally nothing else is very unlikely.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing text throughout (and an example NPC).


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 07:12, 26 May 2014 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be deleted.

Edit this Page | All abandoned pages

Cosmic Traveller
Rating: Not rated
(Rate this class)
Status: Nowhere close
Editing: Constructive edits welcome

Cosmic Traveller[edit]

Space moves and flows, with unending tides of time washing through it. Among it walks a traveller, who does not wish to control the power, but simply guide it. Observant and aloof, the Cosmic Traveller embarks on a journey without a destination.

Making a Cosmic Traveller[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: A Cosmic Traveller's Wisdom score should be their highest, gathered from all of the sights they've seen on their travels. Charisma is the second most important.

Races: Any race that moves can travel the cosmos.

Alignment: Any. Space doesn't take sides.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: "As wizard".

Table: The Cosmic Traveller

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Walk the Cosmos, Corona, Knowledge (cosmos)
2nd +1 +3 +0 +3 Strike, Shift, Sneak
3rd +1 +3 +1 +3 Cosmic Radiation
4th +2 +4 +1 +4 Astral Strike
5th +2 +4 +1 +4 Asteroid Rush, Cosmic Bolt
6th +3 +5 +2 +5 Celestial Body
7th +3 +5 +2 +5 Eclipse
8th +4 +6 +2 +6 Improved Astral Strike, Cosmic Lightning
9th +4 +6 +3 +6 Planar Shift
10th +5 +7 +3 +7 Gravity Well
11th +5 +7 +3 +7 Star Dust
12th +6/1 +8 +4 +8 Greater Astral Strike, Meteor Belt
13th +6/1 +8 +4 +8 Astral Body
14th +7/2 +9 +4 +9 Solar Flare
15th +7/2 +9 +5 +9 Cosmic Shift
16th +8/3 +10 +5 +10 Control Weather
17th +8/3 +10 +5 +10 Timeless Body
18th +9/4 +11 +6 +11 Solar Burst
19th +9/4 +11 +6 +11 Wormhole
20th +10/5 +12 +6 +12 Heavenly Body

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration, Decipher Script, Escape Artist, Gather Information, Knowledge (geography), Listen, Search, Spot, Survival, Tumble

Class Features[edit]

All of the following are class features of the Cosmic Traveller.

Weapon and Armor Proficiency: The Traveller is only proficient with one exotic weapon, and no armor or shields.

Walk the Cosmos: The Cosmic Traveller is forever bound on a journey. If they ever gain property, or cease to travel by settling down, they lose all access to their class abilities until they give up their estate and hit the road again.

Corona (Su): At 1st level, while not wearing armor, the Traveller gains a Deflection bonus to AC equal to their Charisma modifier. They skin gives off a faint glow, providing light as a candle would. As a result, they also take a penalty on Hide checks equal to her Charisma modifier unless heavily clothed.

These bonuses to AC apply even against touch attacks or when the Traveller is flat-footed.

Knowledge (cosmos) (Su): At 1st level, the Traveller gains the skill Knowledge (cosmos) which can be substituded for any (arcana), (the planes), or (nature) check. Any ranks in any of them transfer to this one until the max rank, excess ranks are dismissed.

Strike (Ex): At 2nd level, the Traveller gains the unarmed strike feat, and adds their Charisma modifier instead of their Strength for attack and damage. The damage is raised to a d6.

Optionally: The Traveller may instead gain the weapon focus, and the improved critical feat.

Shift (Su): At 2nd level, when in light or no armor and encumbrance, the Traveller can displace themselves 5 ft./Wisdom Modifier instead of the usual 5 ft. step and still do a full action without provoking attacks of opportunity.

Sneak (Su): At 2nd level, the cosmic traveller can cast Silence of the Skillful Thief 2/day.

Cosmic Radiation (Sp): At 3rd level, the cosmic traveller can cast Aid 3/day.

Astral Strike (Sp): At 4th level, the Traveller gains the improved critical strike feat that applies to their unarmed strike, as well as the stunning fist feat regardless of if they qualify for it.

Optionally: The Traveller may instead gain the weapon specialization feat, and the weapon is considered magical.

The Traveller may channel any class spell-like ability through this strike, but it counts towards their uses per day.

Asteroid Rush (Sp): At 5th level, the Traveller reaches out into space with his mind, and brings back small asteroids that spark into existence around the traveller's head, and fling towards a target dealing 1d4/Cha

Cosmic Bolt (Sp): At 5th level, the Traveller can cast shocking grasp a number of times equal to their Wis modifier.

Celestial Body (Su): At 6th level, the Traveller no longer needs to eat, nor drink, and becomes immune to natural and mundane poisons. Travellers always gain twice as much health from resting.

Eclipse (Sp): At 7th level, the Traveller is able to cast Darkness a number of times equal to their Charisma modifier.

Cosmic Lightning (Sp): At 8th level, the Traveller can use the call lightning spell a number of times equal to their Wis modifier. The Traveller can add a bonus to each bolt equal to +5/3 lvls.

Improved Astral Strike (Su): At 8th level, the Traveller can use the stunning fist feat to instead kill the target if they have less HD than the Traveller does. If they succeed the save, they are instead stunned. This can be done a number of times equal to the Traveller's Con modifier. The Traveller's unarmed strike is considered magical weapons.

Optionally: The Traveller may instead gain the greater weapon focus feat, and choose one metamagic feat to apply to any channeled class abilities through the weapon.

Planar Shift (Su): At 9th level, when in light or no armor and encumbrance, the Traveller can use a move action to shift to the next plane over, and instantly come back out anywhere within twice their base land speed a number of times equal to their Wis modifier per day.

Gravity Well (Sp): At 10th level, the Traveller can exponentially increase the gravity of a single square within 25 ft. + 5 ft/level. The pull has a range of 5 ft./level, and requires a DC 10 + level Reflex save or be sucked in. Any one occupying the square takes 1d4/Charisma modifier points of crushing damage, and can only take standard actions. If a creature succeeds the save, it can only move half it's land speed away from the gravity well. The gravity within the square contorts the space so much that it can fit any number of loose objects and creatures, but when the effect ends everything expands to fill all the necessary nearby sqaures. This can be done 4/day.

Star Dust (Su): At 11th level, the Traveller gains spell resistance equal to their class level + 10.

Meteor Belt (Sp): At 12th level, the Traveller can carry their light load in a hammerspace behind them. As a move action, the Traveller can also release one weapon as if it was a dancing weapon. It fights for a number of rounds equal to the Traveller's Wisdom modifier.

Greater Astral Strike (Su): At 12th level, the Traveller may choose one metamagic feat that applies to a class ability when it is channeled through the strike.

Optionally: The Traveller may instead gain the greater weapon specialization feat, as well as two more metamagic feats.

Astral Body (Su): At 13th level, the Traveller no longer needs to sleep and becomes immune to all diseases, supernatural or otherwise. The Traveller only needs to meditate for 2 hours to be fully-rested, and cannot be caught flat-footed while meditating.

Solar Flare (Sp): At 14th level, the Traveller can cast searing light a number of times equal to their charisma level. In addition to the spell, targets must make a DC 10 + 1/2 lvl + Cha modifier Reflex Save or be blinded for 2d12 rounds.

Cosmic Shift (Su): At 15th level, the Traveller is able to shift the gravity of a 100 ft. area 3/day for 1 minute/level. While this ability is active, they gain fly 60 ft. (perfect).

Cosmic Storm (Sp): At 16th level, the Traveller can use the call lightning storm spell a number of times equal to the Traveller's Wis modifier a day. The bonus from Cosmic Lightning still applies.

Timeless Body (Su): At 17th level, the Traveller no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Age bonuses still accrue, and the traveller still dies of old age when their time is up.

Solar Burst (Sp): At 18th level, the Traveller can cast sunburst a number of times equal to the Traveller's Cha modifier, with double the normal maximum die for damage.

Wormhole (Sp): This can only be used when Gravity Well is active. At 19th level, the Traveller can leap into the center of the gravity well and come out anywhere as the spell teleport, without a maximum load or a maximum distance. If any creature is sucked in, they do not get a save to be teleported. 2/day.

Heavenly Body (Su): At 20th level, the traveller no longer needs to breathe and becomes completely immune to natural cold and heat, allowing them to survive in space and similar hostile environments. They are now considered a native Outsider.

Ex-Cosmic Traveller[edit]

See Walk the Cosmos.

Epic Cosmic Traveller[edit]

Table: The Epic Cosmic Traveller

Hit Die: d6

Level Special
21st Dead Space
22nd Bonus Feat
23rd Orbit Toss
24th Singularity, Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Quasar, Bonus Feat

4 + Int modifier skill points per level.

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

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

Dead Space (Sp0: At 21st level, the Traveller can cast Undetectability a number of times equal to their Wis modifier a week.

Orbit Toss (Sp): At 23rd level, the Traveller can make a ranged touch attack and cease all the kinetic energy in a creature's body, and the earth will leave it behind in space. The creature gets a Reflex save (DC 10 + Cosmic Traveller's Level + Wisdom Modifier).

Singularity (Sp): As Gravity Well but the Traveller can add their Wisdom Score to the DC, and the crushing damage increases to 2d6/Cha Modifier.

Quasar (Sp): At 30th lvl, the Cosmic Traveller can create a quasar out of the singularity ability shoots out in a line 1 mile long both ways, killing anything with less than 30 HD. 30-45 HD creatures must make a fortitude save (DC 10 + caster lvl + Wis modifier) for 500 force and light damage. Any creature above that does not need to make the save. This can be used 1/month.

Bonus Feats: The epic Cosmic Traveller gains a bonus feat (selected from the list of epic cosmic traveller bonus feats) every 2 levels after 20th.

Epic Cosmic Traveller Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Legendary Climber, Legendary Leaper, Penetrate Damage Reduction.

Elven Cosmic Traveller Starting Package[edit]

Concentration, Decipher Script, Escape Artist, Gather Information, Knowledge (geography), Listen, Search, Spot, Survival, Tumble

Weapons: Bastard Sword (1d10, 19-20/x2).

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

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con "—"
Gather Information 4 Cha "—"
Knowledge (cosmos) 4 Int "—"
Move Silently 2 Dex "—"
Spot 4 Wis "—"

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

Gear: Standard Adventurers Kit.

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

Campaign Information[edit]

Playing a Cosmic Traveller[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Cosmic Travellers in the World[edit]

I once saw a guy eat his own face, but he choked on his mouth and died.
—Sheldon, Squirrel Cosmic Traveller

Cosmic Travellers are constantly moving, and fits in perfectly with a group of adventurers that roams far for treasures and mysteries.

Daily Life: He laughs to himself as he slumps comfortably on the branch. He made a big hit today, managed to snag 27 acorns without a single humanoid noticing him. He takes a deep breath, stands back up, and resumes digging out a hole for his stash inside the tree. If he ever swings by here again, it will be like an all-you-can-eat buffet treat. Hopefully no other nosy rodents will stumble upon his treasure.

Notables: Sheldon the Wise. Sheldon was always a smart squirrel, he could have left the nest years ago, but there was something about nuts he couldn't shake. He never left his Malibu Birch House until a half-orc came by one day, mistaking it for a bee hive, and out of hunger smashed it to bits. Sheldon was forced to begin his trek through the forest in search of food, and encounter after encounter he realized there was an entire cosmos beyond the boundaries of his forest. Now Sheldon walks the cosmos beneath the starlit sky, letting nothing stop him from experiencing the world first hand.

Organizations: Travellers have a relationship with each other on a philosophical level. If they meet each other on the way, they will stop and exchange stories of their experiences, regardless of any difference in alignment.

NPC Reactions: NPCs react about the same way to a traveller as they would a hobo, regardless if the travellers are cleaner or not.

Cosmic Traveller Lore[edit]

Characters with ranks in Knowledge (the planes) can research cosmic traveller to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the planes)
DC Result
5 Travellers never stay in one place for too long.
10 They draw power from the cosmological oddities of this world.
15 The player learns some names of specific Travellers.
20 The player learns the current location of said Travellers.

Cosmic Travellers in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors