Cosmic Traveller (3.5e Class)
From D&D Wiki
- 1 Cosmic Traveller
- 1.1 Making a Cosmic Traveller
- 1.2 Campaign Information
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
<-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).
|1st||+0||+2||+0||+2||Walk the Cosmos, Corona, Knowledge (cosmos)|
|2nd||+1||+3||+0||+3||Strike, Shift, Sneak|
|5th||+2||+4||+1||+4||Asteroid Rush, Cosmic Bolt|
|8th||+4||+6||+2||+6||Improved Astral Strike, Cosmic Lightning|
|12th||+6/1||+8||+4||+8||Greater Astral Strike, Meteor Belt|
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.
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.
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.
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
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.
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).
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.
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.
See Walk the Cosmos.
Epic Cosmic Traveller
|24th||Singularity, Bonus Feat|
|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->
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).
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
Weapons: Bastard Sword (1d10, 19-20/x2).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: <-1st-level feat selection->.
Gear: Standard Adventurers Kit.
Gold: <-Starting gold using this package.->.
Playing a Cosmic Traveller
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
|“||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
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.
|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
<-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.->.