Horzon Walker's Planar Terrain Mastery Alternative

BFC?

Sounds like you'd be better with Warlock and that Glaive invocation (which gives you a melee touch attack with reach and is generally awesome for AoOs).

Why do you need to Teleport rather than just Tumbling in?

I just thought it would be a cool trick, something a little different. I don't have much of anything in mind, in terms of classes (just a concept), so Warlock could be fine, but does the Eldritch Glaive last long enough to make AoO's with it?

Also, if I use Warlock, I cna also get Flee the Scene.
 

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I just thought it would be a cool trick, something a little different. I don't have much of anything in mind, in terms of classes (just a concept), so Warlock could be fine, but does the Eldritch Glaive last long enough to make AoO's with it?
Yep, paragraph 2 explicitly allows you to make OAs with it until the start of your next turn. Eldritch Glaive is a Least invocation, so you can fit it in with Flee the Scene easy... but attacking with it is always a full-round action.

Cheers, -- N
 

Hmm, does that mean you can't use Quicken SLA with Glaive to get an additional full attack in a round? I thought that was part of "the build" for a glaivelock to get some nice nova going a few times a day.
 


Hmm, does that mean you can't use Quicken SLA with Glaive to get an additional full attack in a round? I thought that was part of "the build" for a glaivelock to get some nice nova going a few times a day.
I dunno if Quicken SLA will work on full-round action SLAs? Quicken Spell doesn't work on spells with a casting time longer than a Standard action.

@ Corwin of Amber: yep, that ought to be safely within the rules.

Cheers, -- N
 

I rather like the Planar Terrain Mastery: Shifting ability, but the rest of the class isn't exactly what I like to play. Aside from magic items (anklet of translocation, etc) are there other classes that have a similar ability?

I would like to stay away from too much magic/psionics, since I would like to break away from my pattern of playing casters. ToB is fine, but I've already played a Shadow Hand based Swordsage, and want to try something different.

I would apreciate any suggestions. Thank you.

You seem constrained by an inflexible prestige class. I'd suggest convicing your DM to allow something like

Planar Terrain Mastery [General]
You are a master of their domain.
Prerequisites: Endurance, Fortitude Save +6, Knowledge (Geography) 12, Knowledge (Planes) 6, must have visited appropriate plane
Benefit: Choose one of the following benefits associated with mastery of a particular planar terrain:

Fiery (Planar)
This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.

Weightless (Planar)
You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.

Cold (Planar)
This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.

Shifting (Planar)
You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar)
You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

Cavernous (Planar)
You gain tremorsense with a 30-foot range.

Special: You may take Planar Terrain Mastery more than once. Each time you do, you must select a different benefit.
 
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Planar Terrain Mastery(Aligned) is actually pretty useful. Blasphemy is the biggest killer of players when encountering high CR outsiders. Aligned makes you completely immune. One of the VERY few ways to counter Blasphemy. I dunno, I think that's worth a level if your DM uses high CR outsiders, as long as you are already 6 levels deep in HW.

If you just want to blink about, check this out:
Hidden Talent gets you 2 PP and a 1st level power of your choice. Take Dimension Hop, a 1st level Freedom Mantle power. Its a 10' teleport as a swift action for 1 PP, augemented by 5' per additional PP.

Then visit the Earth Node, a magical location in CPsionic that gives you 5 bonus PP. Location value: 4500g. Thats 7/day 10' teleports.

Another thing you can do to extend your range, is to buy a Torc of Power Preservation (the MIC version, its better here). That means you can Augement by 2 PP, then use the Torc to reduce this back down to 1 PP, giving you 5/day 15' teleports, and 2/day 10' teleports.

Not bad for 1 feat and 4500-9500g, right?

Plus, now you have a PP pool and can take Psionic feats, if you choose, or qualify for Warmind, if you wish.

Alternatively, have you seen Jaunter from Expedition to Demonweb Pits? Its basically a 5 level non-psionic Elocator. Not hard for a martial character to get into, but requires Dodge + Mobility + Spring Attack.
 

Planar Terrain Mastery(Aligned) is actually pretty useful. Blasphemy is the biggest killer of players when encountering high CR outsiders. Aligned makes you completely immune. One of the VERY few ways to counter Blasphemy. I dunno, I think that's worth a level if your DM uses high CR outsiders, as long as you are already 6 levels deep in HW.

If you just want to blink about, check this out:
Hidden Talent gets you 2 PP and a 1st level power of your choice. Take Dimension Hop, a 1st level Freedom Mantle power. Its a 10' teleport as a swift action for 1 PP, augemented by 5' per additional PP.

Then visit the Earth Node, a magical location in CPsionic that gives you 5 bonus PP. Location value: 4500g. Thats 7/day 10' teleports.

Another thing you can do to extend your range, is to buy a Torc of Power Preservation (the MIC version, its better here). That means you can Augement by 2 PP, then use the Torc to reduce this back down to 1 PP, giving you 5/day 15' teleports, and 2/day 10' teleports.

Not bad for 1 feat and 4500-9500g, right?

Plus, now you have a PP pool and can take Psionic feats, if you choose, or qualify for Warmind, if you wish.

Alternatively, have you seen Jaunter from Expedition to Demonweb Pits? Its basically a 5 level non-psionic Elocator. Not hard for a martial character to get into, but requires Dodge + Mobility + Spring Attack.

I don't mind this at all, one psionic power is hardly too full caster-ish. Plus, if I take Kalashtar as my race I can get it 1/level/day. I can even slap this on the Warlock that was being talked about.

Although, on the topic of Warlock and Psioncs: Does Stand Still actually work with the Eldritch Glaive?
 

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