Planar Mage (3.5e Class)
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The Planar Mage is not really a mage at all but he pulls matter and energy through supernatural links to the inner planes that duplicate many magic effects. At higher levels these links provide transportation to and protection from these and the some of the outer planes.
Making a Planar Mage
The Planar Mage's supernatural abilities can duplicate normal magic in appearance, but are actually planar matter and energy summoned from the planes are not effected by spell resistance, magic resistance, or dispelling.
Attunement - The establishment of supernatural links to planes, people, places and things. A Planar Mage is automatically attuned to his native plane.
Planar Tap - The basis of the Planar Mage's "spells" is his ability to "tap" the energy, matter, characteristics, and creatures that he is attuned to.
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).
|Saving Throws||Special||Planar Spell Effects (point cost)|| Power
|1st||+||+||+||+||Attunement 2 planes, Planar Tap, Knowledge Devotion||Energy d6 Ranged Touch||Cure Wounds d6 Ranged Touch (2)||Inflict Wounds d6 Ranged Touch (2)||1||2||1|
|4th||+||+||+||+||<->||Energy d6 20' Burst (2)||Cure Wounds d6 20' Burst (4)||Inflict Wounds d6 20' Burst (4)||4||8||2|
|6th||+||+||+||+||<->||Matter||—||Animate Dead 2HD/(1)||6||12||3|
|7th||+||+||+||+||Attunement 3 planes||—||—||—||7||14||4|
|10th||+||+||+||+||<->||Teleport (4)/person||Raise Dead (*)||—||10||20||5|
|13th||+||+||+||+||Attunement 4 planes||—||—||—||13||26||7|
|19th||+||+||+||+||Attunement 5 planes||—||—||—||19||38||10|
<-fluff about class features->. All of the following are class features of the Planar Mage.
Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.
Power Points and Spell Effects:Power points determine what combinations of abilities the Planar Mage can use and how often. The maximum spell effect that he can use per round is equal to his level and he gets twice that total so he can only do a maximum effect twice in a row and the power points recharge at a rate of equal to half his level. In addition, effects that would total only half his level are free if they do not contain high level effects (those that he gained after half his current level - at 10th level an effect that he gained at fifth level would add into the effect strength but that round would not actually effect his total points).
Attunement (Su): A link is established between the Mage and the number of planes listed and as many people, places and things as the he desires. Each link requires a 10 minute ritual to establish and serves as a source/destination for effects. Additionally the planar links double his effective skill points on knowledge checks concerning the planes he is linked to. The Planar Mage is automatically attuned to his native plane. When a Planar Mage travels to a plane that he is attuned to, it is as if he is under the influence of a fly spell with gravity, a livable environment and a "ground" of force under his feet. This effect has a ten foot radius per level centered on the mage. A planar mage excels at crafting planar aligned items including any item whose energy type or alignment can be related to one of the his planar attunements.
Planar Tap (Su):The attunement link is the conduit through which the Planar Tap functions. It sends energy or matter across the link in either direction and is used to create a variety of effects. Matter transfer is limited to 675Lbs/lvl (5 foot square by two inches think per level for a stone wall))
Knowledge Devotion: Insight bonus on attack and damage rolls from +1 to +5 see Complete Champion
Epic Planar Mage
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + 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->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> Planar Mage Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Planar Mage
Religion: Having access to the outer planes, a Planar Mage tends to be cynical about religion. While he tends to not follow a religion, a given Planar Mage might follow any religion.
Other Classes: Most classes are fine with them, but clerics tend to be suspicious of anyone that can handle the powers of life and death that they do without attributing it to deity.
Combat: A healer, a ranged caster, a thief capable of snatching the weapons out of an opponent's hand from a distance (by summoning the weapon with ranged tough attack subject to a save).
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Planar Mages in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Planar Mage Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Planar Mages in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: The simple version takes more work and record keeping but is also more flexible: energy (1 point), matter (1 point), and spirit (2 points). A teleport would require all three for each person transfered. It is also open to DM fiat if you take it to extremes since the projection of spirit might allow scrying and add energy and you get what might be described as a Jedi projection communication. This could allow such game changing cheese as scrying through door, teleporting to the far side of the room with half the party and surrounding the occupants in a surprise round that will cause either DM fiat or outright killing the character and disallowing the class in the future.
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.->.