Plane Hopper (3.5e Class)

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Planar Adept[edit]

Come at me fool. I have traveled the great wheel and have found things far more beautiful, frightening, and interesting than you.”
—The words William the Bold spoke before he slew a Lich Death Knight

Making a Plane Hopper[edit]

Alignment: Any Chaotic

Description: Wizards spends their lives learning spells to increase their power. Clerics and other servants toil to please their patron gods in order to be granted a boon of divine magic. For some, magic comes not just by study or prayer, but more intuitive and active means. This is the definition of the Planar Adept. They don’t use the spells, but rather manipulate the raw energy of the planes of existence. They gain control by seeing into the planes and studying their shifts and movements. Unconventional, Chaotic, and Intuitive, the Planar Adept can make a wondrous companion and ally, but also an annoying, troublesome and deadly enemy.

Table: The

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +1 +1 +1 Extra-planar Power, lvl 0 Evocation 3
2nd +1 +1 +1 +1 Energy Resistance Least 5
3rd +2 +2 +2 +2 Extra-planar Power, lvl 1 Evocation 8
4th +3 +2 +2 +2 Celestia’s Blessing or Baator’s Bane 14
5th +3 +3 +3 +3 Extra-planar Power, lvl 2 Evocation 19
6th +4 +3 +3 +3 Energy Resistance Lesser 29
7th +5 +3 +3 +3 Extra-planar Power, lvl 3 Evocation 37
8th +6/+1 +4 +4 +4 Elysian Disruption or Hades Disruption 51
9th +6/+1 +4 +4 +4 Extra-planar Power, lvl 4 Evocation 63
10th +7/+2 +5 +5 +5 Energy Resistance Greater 81
11th +8/+3 +5 +5 +5 Maroon, Extra-planar Power, lvl 5 Evocation 97
12th +9/+4 +6 +6 +6 Shield of Limbo 115
13th +9/+4 +6 +6 +6 Extra-planar Power, lvl 6 Evocation 131
14th +10/+5 +6 +6 +6 Negative Arrow 149
15th +11/+6/+1 +7 +7 +7 Extra-planar Power, lvl 7 Evocation 165
16th +12/+7/+2 +7 +7 +7 Energy Resistance Perfect 183
17th +12/+7/+2 +8 +8 +8 Extra-planar Power, lvl 8 Evocation 199
18th +13/+8/+3 +8 +8 +8 Falling Star Strike 217
19th +14/+9/+4 +8 +8 +8 Extra-planar Power, lvl 9 Evocation 233
20th +15/+10/+5 +9 +9 +9 Winds of Pandemonium, Plane Hop 249

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff, Diplomacy, Disguise, Escape Artist, Forgery, Gather information, Hide, Intimidate, Jump, Knowledge Arcana, Knowledge the Planes, Listen Balance, Move Silently, Perform, Sense Motive, Spot, Survival, Tumble, Use Magical Device

CLASS FEATURES[edit]

Weapon and Armor Proficiency: The Planar Adept is proficient with all simple weapons and one martial weapon of choice. There are not proficient with any armor or shields. They need to be unbound to tune themselves with the energy of the planes. When wearing armor using shields or carrying a medium or heavy load the Plane Hopper cannot use any class abilities and loses his AC bonus.

AC BONUS: The Planar Adept realizes that the planes or not stationary. By studying the subtle nuanced movements of the planes and their energy, the Plane Hopper’s movements become harder to predict. He adds his Wisdom Modifier (if any) to his AC.


POWER POINTS: The powers that the Planar Adept uses cost spell points. The Plane Hopper gets a certain amount of power points for the day that are replenished the next day, although points left over do not get saved and added to the maximum the next day.

Table: Power Point Cost

Spell Level Power Point Cost
0 3+PP per day times a day
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

Plane Absorb: The Planar Adept can see and feel beyond the material plane on which he was born. The “walls” that divide the planes of existence are thinner. At the beginning of the day, the planar adept attunes himself to the planes to receive his powers, much like a wizard preparing his spells. It takes an hour of uninterrupted concentration.

Energy Bolt: The Planar Adept main method of attack is to channel the energy from the planes in the Great Wheel and unleash on their enemies as a devastating energy bolt. At the beginning of the day, the Planar Adept chooses one type of energy (Electric, Acid, Frost, or Fire, Negative, or Positive) to load into his gun. That is the energy damage that the Energy Bolt does for the day; on the next day the Planar Adept is free to choose a different energy type. This is a ranged touch attack. It does 1d12 and can only be used once per round. This costs no power points.

NOTE: Negative energy does non-elemental damage but functions like an “inflict wound” spell. Positive energy heals any creature healed by positive energy as if a “cure wounds” spell was cast.

Energy Channel: At his option, the Planar Adept can channel the energy he absorbed through his weapon. He must be proficient with the weapon he chooses to channel the energy through. This deals damage from the energy and the weapon.

Evocations: Through his constant observation of the shifting planes, the Planar Adept has gained an intuitive grasp of Evocations. At first level and every two levels after the Planar Adept gains 1 Evocation of appropriate level. He must be able to cast the Evocation. The Evocations he may select comes from the list of Wizard Evocations.

Energy Resistance: Studying the energies of the planes has given the Planar Adept the ability to resist them. At the beginning of the day the Plane Hopper must attune himself to the plane that contains the energy he wishes to resist. This resistance lasts for the day and cannot be changed; when the next day comes the Plane Hopper is free to choose a different energy type. At second level he gains the weakest energy resistance. The resistance gets stronger at level 6, 10, and 16.

2nd level: Least Energy Resistance (+5 to resistance to the selected energy for the day)

6th level: Lesser Energy Resistance (+10 to resistance to the selected energy for the day)

10th level: Greater energy resistance (+20 to resistance to the selected energy for the day)

16th Level: Perfect Energy Resistance: (Immunity to the selected energy for the day.

Extra-Planar Power: By extensive study of the planes, he gains access to even more of their energy, boosting his skills even more. At first level and every 2nd level thereafter the Plane Hopper may form an affinity toward a plane and gain permanent bonus associated with that plane. (See list below).

Celestia’s Blessing/Baator’s Bane: The Plane Hopper has gained affinity toward either the beautiful land of Celestia or the vile hells of Baator. At 4th level, the Plane Hopper may select one of the two powers. (1 PP)

Celestia’s Blessing functions as the spell “Bless.”

Baator’s Bane functions as the spell “Bane”

Hades Disruption/Elysian Disruption: At 8th Level the Plane Hopper has gained an affinity for the colorful vibrant atmosphere of Elysium or the gray lifeless glooms of Hades. He gains one of these two abilities. (7 PP)

Elysian Disruption acts as the spell “dispel evil” cast as the 5th level Cleric spell Hades Disruption acts as the spell “dispel good” cast as the 5th level Cleric spell

Maroon: The Plane Hopper easily traverses the gate ways between Dimensions. At 11th Level the Plane Hopper can send his target to another plane of existence. This ability functions like the spell “Banishment” except the Plane Hopper can do this on any plane, not just his home plane. He sends the target to a plane of his choice. This functions as the 7th level wizard spell. This effect costs no power points but can only be used once a week as it takes time for the great wheel to realign and balance itself after such a wrench has been thrown into the works. If he tries to use it more often than that, he suffers Planar Backlash (see below).

Shield of Limbo: At 12th level the Plane Hopper draws on his own chaotic nature and that of the plane of Limbo. Shield of Limbo acts as the spell “Cloak of Chaos” cast at the 8th level Cleric spell. (11 PP)

Negative Arrow: The Plane Hopper has come to understand the power of negative energy even further. By channeling negative energy into his bolt pistol, he can form it into an arrow and fire it at his foe. Negative arrow functions as the spell “Finger of Death” cast as the 7th level Wizard spell. (10 pp)

Shooting Star Strike: At 18th level, the Plane Hopper has almost perfect command of the energy forces he feeds off of. He proves it with this impressive technique. He summons energy from the elemental planes of earth and fire. He fires his bolt pistol into the air and the result is a shower of meteors that rain destruction down on his enemies (or anyone unfortunate enough to be in the area). This ability functions as the spell “Meteor Swarm” cast as the 9th level wizard spell. The only difference being the meteors rain from the sky. (12 PP)

Winds of Pandemonium: The Plane Hopper can now use his chaotic nature to its fullest extent. He summons a violent storm from the depths of Pandemonium and unleashes its fury on anyone who stands in his way. He fires his bolt pistol into the air over his intended targets. This spell functions like the spell “Storm of Vengeance” cast as the 9th level cleric spell. (12 PP)

Plane Hop: At 20th level the walls that divide the planes of existence are nigh nonexistent for the Planar Adept. He gets unlimited use of plane hop, which functions like the spell Plane Shift, except he can control exactly where he is going.

Spell Resistance: Energy Bolt and all other powers that the Planar Adept uses are affected by spell resistance. The Plane Hopper must make a caster level check like any other spell caster. His effective caster level is levels in Plane Adept + Wisdom Modifier. If his spells are interrupted he must also make a Concentration check or lose the effect.

SAVE DC: DC= 10 + Spell Level + Wisdom Modifier

Planar Backlash: If a Planar Adept tries to exceed his limits he suffers what is called Planar Backlash. Manipulating the energy of the planes can take a lot out of a person. If the Plane Hopper attempts to use his powers when he is out of power points he may do it, but he takes 1d10 of damage per power point he tries to use. This includes him using a power when he does not have enough power points. For example if he tries to use a power that costs 10 power points and he only has 5, he takes 1d10 for each power point he lacks.

Special: (if the Plane Hopper tries to use his Maroon ability more than once a week he takes 8d10 of backlash)

PLANAR ADEPTS IN THE WORLD: Planar Adepts are, by nature, strange and off putting to many people. This is no different from any other of the chaotic alignment. Because they can easily defy many boundaries, they are of liberated personalities and therefore chaotic. No one would find one such as a paladin drawing power from Pandemonium even if it was for a good cause. They are not by nature evil or unfriendly. Although their abilities are strange and rare, they are people like anyone else with hopes, dreams, fear, and aspirations. One would have a powerful ally and friend in a Planar Adept. The same can be certainly said about the reverse. The Planar Adept is an adventurous spirit who loves to explore unknown areas on the other planes and even his own home plane.

RELIGION: The Planar Adept has no affinity or revulsion toward religion. If they are religious, they worship chaotic gods. Gods of energy in particular are a main draw for Plane Hoppers because they see what energy can do on a daily basis. The Elemental Lords of Endhaven receive lots of praise and respect from them.

OTHER CLASSES: Planar Adept hold respect for many other classes, although even good Planar Adepts have a tendency to be mischievous toward lawful classes like Paladins, playing jokes and taking them out of their comfort zones. An evil Planar Adept is classic chaotic evil, causing as much suffering and mayhem as they can.

PLAYING A PLANAR ADEPT: This class presents an alternate type of magic to the traditional spell casting. The Planar Adept is hard to classify as a caster, but is mostly closely related to the Warlock in terms of play style, as in he gets powerful but few abilities. He lacks the list of choices a wizard or cleric has for his spells, but does not have to prepare spells. Like most classes it is a trade off, but this class can provide a fun and flavorful experience for those who want to play it. Wisdom is important for the Planar Adept because it determines his number of power points for the day and adds to his AC. Dexterity helps his Ranged Touch attacks and adds even more to AC. Constitution would be good for more HP, or Strength for his physical attacks.

DAILY LIFE: Planar Adepts spend their studying the planes to find interesting and miraculous sites and events. When they aren’t studying they enjoy many of the pleasures that other people enjoy. They can be very theatrical and can spend their time entertaining people on the street or socializing and drinking in the taverns. Although it may be good to keep an eye on them because they can be very mischievous.

NOTABLE: Planar Absorption is not an extremely common college of magic. There are a few schools. Class generally consists of looking into an observing the planes with occasional trips across the planes with an experienced Adept. They are like a geological or archaeological community being that there are notables within their own circle.

One Notable stands out in their circle and to a lesser extent the entire community of spell casters. His name was called William the Bold, and after mastering the art of plane hopping, he and a few of his followers set out to colonize other planes. They have not yet returned from the last expedition they set out on, to colonize the Far Realm. People realize that BOLD does not mean SMART, RESPONSIBLE, WELL PREPARED or SANE.

Extra Planar Powers: By gaining an affinity to one of the planes in the great wheel he gains a permanent bonus granted by the plane.

  • Wilderness of the Beastlands: +2 to listen, spot, and survival
  • Astral Plane: +2 Will save
  • Elemental Plane of Fire: +2 Reflex save
  • Elemental Plane of Earth: +2 natural AC
  • Elemental Plane of Water: +2 Fort save
  • Elemental Plane of Air: Base land speed +10
  • Plane of Shadow: +2 to hide and move silently
  • Plane of Positive Energy: +5 HP
  • Plane of Negative Energy: +2 to damage to energy bolts
  • Ethereal Plane: +2 to gather information and sense motive
  • Seven Mountain Heavens of Celestia: +2 to diplomacy and use magical device
  • Blessed Fields of Elysium: +2 to diplomacy and bluff
  • Twin Paradises of Bytopia: +2 balance and jump
  • Olympian Glades of Arborea: +2 initiative
  • Infernal Battlefield of Acheron: Proficiency with 1 additional martial weapon
  • The Heroic Domains of Ysgard: +2 to all Wisdom checks
  • Ever Changing Chaos of Limbo: Unlimited Detect Magic
  • The Windswept Depth of Pandemonium: +2 to intimidate
  • The Infinite Layers of the Abyss: +2 to resist fear effects
  • Tarterian Depths of Carceri: +2 to bluff and sense motive
  • Nine Hells of Baator: +2 to disguise and forgery
  • Gray Wastes of Hades: +2 to resist charm effects
  • Black Eternity of Gehenna: +2 to climb and tumble
  • Clockwork Nirvana of Mechanus: +2 to use magical device and craft magical item
  • Peaceable Kingdoms of Arcadia: +2 to Knowledge Geography and Knowledge Architecture

Concordant Domain of the Outlands:

New Technique: Outland Spire

Description: Through his study of the spire in the Outlands, the Planar Adept has learned the method of canceling out magical effects. He gains the ability to project a 50 foot Anti-Magic Cone. It costs 5 power points and lasts until his next turn. When his turn comes he can choose to keep it active, but it costs 5 more power points per full round it is active. It is projected in a straight line directly in front of the Planar Adept.

Ex-Plane Hoppers[edit]

.

Epic Plane Hopper[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


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

Epic Bonus Feat List: .

Plane Hopper Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Plane Hopper[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Plane Hoppers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Plane Hopper Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Plane Hoppers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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