New Class (Reality wanderer)

Qwillion

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REALITY WANDERER (by Myron Stark)

Reality Wanderer

In a multiverse of magic, where infinite planes exist along with infinite pantheons, the reality wanderer desires to learn where they all came from. She desires to learn what commonality links everything together. She wants to know what caused the multiverse. However, she does not trust what she is told by any singular source as that source is itself defined by the universe or plane of its origin. Instead, the reality wanderer uses a mixture of knowledge contained within historical tomes from many planes as well as her own inherent senses which she uses to pierce to the core of the multiverse and find the solitary foundation linking all of the multiverse together. Where as some would gain such knowledge from mystical beings with god-like powers, the reality wanderer believes such knowledge may only be truly understood from personal experience; it is as much a part of the journey as it is the goal. Therefore, no two reality wanderers reach the same point through the same means, and they rarely interact with one another except for the most mundane of tasks or topics of interest. The only method of identification they all share is a Companion Spirit that is generally always present with them.

Their simple basic tenets are: 1. Reality is defined by perception. One knows his environment through the senses used to gather information that the mind then processes. Alter one's perception and one may alter reality. 2. Improving upon the mind allows one to use different senses, senses not limited to the physical body. These senses allow you to view the environment in new ways and know the environment in a manner few else do. A person is then able to expand oneself and explore the unknown without the requirement of a body or magics to aid them. 3. Truth is relative, but to purposely mislead another away from enlightenment is tragic. Therefore, do not play any encounter falsely as one risks falling from true enlightenment as deliberate lies are introduced to the mind.

Unfortunately, the farther a reality wanderer ventures into the unknown, the more her connection with her home plane diminishes because her original reality begins to appear no different from any other. Her Companion Spirit helps to tether the wanderer to her original reality so she may always find a way back from her personal edge of madness.


Hit Die: d8.

Class Skills
The Reality Wanderer’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (geography, history nature, planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Str),
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The REALITY WANDERER
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Companion Spirit; insight (+1),
2nd +1 +3 +3 +3 Evasion
3rd +2 +3 +3 +3 Growth (vision)
4th +3 +4 +4 +4 Self echo
5th +3 +4 +4 +4 Carrier
6th +4 +5 +5 +5 Insight (+2)
7th +5 +5 +5 +5 Planar bend
8th +6/+1 +6 +6 +6 Self echo
9th +6/+1 +6 +6 +6 Growth (telepathy)
10th +7/+2 +7 +7 +7 Warp form (avoid planer effects, polymoph)
11th +8/+3 +7 +7 +7 insight (+3)
12th +9/+4 +8 +8 +8 Self Echo
13th +9/+4 +8 +8 +8 Reality shift
14th +10/+5 +9 +9 +9 Growth (Forced enlightenment)
15th +11/+6/+1 +9 +9 +9 Warp Form (Spell Resistance)
16th +12/+7/+2 +10 +10 +10 self echo, insight (+4)
17th +12/+7/+2 +10 +10 +10 Timeless body.
18th +13/+8/+3 +11 +11 +11 Remake
19th +14/+9/+4 +11 +11 +11 Growth (Mind Blank)
20th +15/+10/+5 +12 +12 +12 Reality Transference, self echo, Warp Form (shapechange)

Class Features
All of the following are class features of the Reality Wanderer
Weapon and Armor Proficiency: Reality Wanderers is proficient with simple weapons and with light and medium armor. They are also proficient with shields.

Companion Spirit. (EX): as per familiar except this spirit animal finds and bonds with the reality wanderer and it cannot be killed only banished for one week. This spirit may be the soul of the dead reality wanderer come back from the future. A Companion Sprit rarely remembers the past, vividly remembers the present and often spends its time trying to vaguely recite cryptic messages about the future. A companion spirit robs a Reality wanderer of all class abilities if he speaks any form of untruth.

Insight (Su): As the wanderer gains levels, the rigidity of time begins to bend. The wanderer gains the listed insight bonus to Attacks, damage, checks, iniative, armor class and saves as he "knows" what is going to happen.

Evasion (Ex): At 2nd level and higher, a reality wanderer can avoid even magical and unusual attacks with great foresight. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the reality wanderer is wearing light armor or no armor. A helpless reality wanderer does not gain the benefit of evasion.

Growth (Su): Dwelling on her perception of reality, the wanderer learns how to adjust her perception granting her low-light vision. If she possess low-light vision it changes to darkvision. At 9th the perceptions of reality wander increase so that she can communicate telepathically with any creature that she is aware of if it has a language. At 14th a reality wander can force her perceptions of reality upon another creature Insanity 1/day caster level equal to the reality wanderer’s class level (DC 10+Reality Wanderer’s class level + Wis Modifier.) At 19th The Reality Wander can close her mind off from outside influences gaining the permanent benefits of a Mindblank.

Self-Echo (EX): Perusing various alternate realities, the wanderer can see paths he never took. An echo of one of these alternate selves permanently attaches to the wanderer. A trigger (DM discretion) causes the wanderer to temporarily switch to the alternate personality for 1 hour or until the situation causing the trigger ends, whichever comes first. The "echo personality" is treated as being a character 5 levels lower for purposes of weapon and armor proficiency, class abilities, base attack bonus, basic saves, and skill points. The character loses all benefits character levels except Self-Echo and Hit Points. At 8th, 12th, 16th, and 20th level, an additional "echo personality" is added and all previous personalities gain a character level.

Carrier (EX): When exposed to a disease, a reality wanderer's body alters itself to perfectly accommodate the disease without causing harm to the wanderer. This does not kill the disease and the wanderer has in effect become a carrier of the disease. This ability does not affect supernatural diseases like lycanthropy and mummy rot. This is an extraordinary ability.

Planar Bend (Sp): Deep introspection has allowed the wanderer to perceive the planar barrier keeping realities separate. At this stage, the wanderer can bend those energies to briefly allow herself to step outside of reality. Blink 1/day her caster level is equal to her reality wanderer class level.

Warp Form (Su): The will of the reality wanderer is now powerful enough remake herself to meet most mundane needs. She automatically gains the benefits of Avoid Planer Effects. She may also Polymorph 1/day, her caster level is equal to her reality wanderer class level. At 15th A Reality wanderer gains Spell Resistance 10+class level. At 20th level Polymorph is replaced by Shapechange 1/day

Reality Transferance (Su): The reality wanderer has mastered his manipulation of reality and can now transfer small portions of reality. The Reality Wander can Estate Transference 1/day (DC 10+1/2 reality wanderer’s class level+Wis modifier) her caster level is equal to her reality wanderer class level. Only one Reality Transference may be in effect at a time. The use of this ability requires ten minutes of uninterrupted concentration
 
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The Reality Wanderer’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (geography, history nature, planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Str),
I suggest a few more physical skills like Climb, Jump, Swim, Balance, and Escape Artist. Also, why don't they get Craft or Profession? I assume its the whole wandering prophet aschetic, but the concept of the wanderer and the professional/craftsman are not necessarily opposed, think of a Journeyman for example.
Companion Spirit. (EX): as per familiar except this spirit animal finds and bonds with the reality wanderer and it cannot be killed only banished for one week. This spirit may be the soul of the dead reality wanderer come back from the future. A Companion Sprit rarely remembers the past, vividly remembers the present and often spends its time trying to vaguely recite cryptic messages about the future. A companion spirit robs a Reality wanderer of all class abilities if he speaks any form of untruth.
Its unclear whether the Companion Spirit is optional or a requirement. Its also unclear what form it takes. Does it appear as an animal or some kind of ghost? Is it undead or a magical beast? Can it be turned? Rebuked? When its banished, where does it go? The last part about untruth should probably be an aspect of the class and not tied to the Companion Spirit. You also need to specify what an 'untruth' is, and limit the loss of power to a day or a week.
Insight (Su): As the wanderer gains levels, the rigidity of time begins to bend. The wanderer gains the listed insight bonus to Attacks, damage, checks, iniative, armor class and saves as he "knows" what is going to happen.
What exactly is a "check?" This power is too good. Since the Reality Wanderer relies on perception, base the bonus of her Wisdom mod, but only allow it to be applied to a certain number of rolls per day, or only allow it to be applied to one type of roll for X minutes per level per day. No class receives a flat bonus to attack outside of their BAB without some drawback, otherwise they might as well just have a higher BAB. Limit this ability either by what type of rolls it can be applied or how often or long it can be used.
Growth (Su): Dwelling on her perception of reality, the wanderer learns how to adjust her perception granting her low-light vision. If she possess low-light vision it changes to darkvision. At 9th the perceptions of reality wander increase so that she can communicate telepathically with any creature that she is aware of if it has a language. At 14th a reality wander can force her perceptions of reality upon another creature Insanity 1/day caster level equal to the reality wanderer’s class level (DC 10+Reality Wanderer’s class level + Wis Modifier.) At 19th The Reality Wander can close her mind off from outside influences gaining the permanent benefits of a Mindblank.
Darkvision and low-light vision are not incompatible, so pick one or the other; If they already have it their out of luck. What is the range on the Telepathy ability? Their really isn't a Telepathy spell, and most classes with similar abilities base it on Tongues. Is this ability like Tongues or Telepathic Bond? As for the Insanity, with it being permanent, very hard to get rid of, and the save being so high (base save DC of 24 vs. base DC 20 for a Wizard), it really should be no more than once per week. Either pick a weaker, less permanent spell than Insanity, or reduce the save DC to 10 + 1/2 class level + Wis mod.
Self-Echo (EX): Perusing various alternate realities, the wanderer can see paths he never took. An echo of one of these alternate selves permanently attaches to the wanderer. A trigger (DM discretion) causes the wanderer to temporarily switch to the alternate personality for 1 hour or until the situation causing the trigger ends, whichever comes first. The "echo personality" is treated as being a character 5 levels lower for purposes of weapon and armor proficiency, class abilities, base attack bonus, basic saves, and skill points. The character loses all benefits character levels except Self-Echo and Hit Points. At 8th, 12th, 16th, and 20th level, an additional "echo personality" is added and all previous personalities gain a character level.
First of all, this should definately be a supernatural ability, not extraordinary. Also, how can they switch to a personality 5-levels lower if they get the power at 4th level? Does the "trigger" mean the Wanderer can't ever initiate the change herself? Does the alt personality have a different class? Who decides on the alt personalities class and progression? Can it have different attributes? Alignment? If the alternate personality is a Cleric, Druid, Ranger, Paladin, or Wizard, do they have spells memorized and prepared when the switch is made? Can the alternate personality have a familiar, or animal companion? If none of the above is correct what, if any, is the advantage of the alternate personality? Does the alternate personality advance with the Wanderer, or does its level stay static except when advancement for it is specified?
Carrier (EX): When exposed to a disease, a reality wanderer's body alters itself to perfectly accommodate the disease without causing harm to the wanderer. This does not kill the disease and the wanderer has in effect become a carrier of the disease. This ability does not affect supernatural diseases like lycanthropy and mummy rot. This is an extraordinary ability.
By what means does the Wanderer spread disease to others? I assume the method of transmission remains the same, but since the Wanderer is not likely to be injested or inhaled, this ability is useless for many diseases. Obviously, diseases passed through contact would be transmitted by the Wanderer in the same way, but what of diseases passed through Injury? Does a melee attack with a weapon constitute injury, or only an unarmed or natural weapon attack? Does the disease stay with the Wanderer for the normal amount of time, or longer?
Warp Form (Su): The will of the reality wanderer is now powerful enough remake herself to meet most mundane needs. She automatically gains the benefits of Avoid Planer Effects.
What is 'Avoid Planar Effects,' and what book is it from?
Reality Transferance (Su): The reality wanderer has mastered his manipulation of reality and can now transfer small portions of reality. The Reality Wander can Estate Transference 1/day (DC 10+1/2 reality wanderer’s class level+Wis modifier) her caster level is equal to her reality wanderer class level. Only one Reality Transference may be in effect at a time. The use of this ability requires ten minutes of uninterrupted concentration
What is 'Estate Transference,' and what book is it from?

Also, at 18th level, they get an ability called 'Remake' that does not seem to be described anywhere.

Overriew: An interesting idea, although the mechanics need a bit of work. You seem to have erred on the side of generosity, and gave the Reality Wanderer a number of abilities that are a little too powerful. Some things need to be explained a bit more clearly, and some things that are suggested in the flavor text aren't present in the class. Depite being called the "Reality Wanderer," they have no real means of getting around reality. They should have some kind of Astral Projection, Plane Shift, or Teleportaion ability, which would I think be more appropriate for the concept than Shapechanging. Also, for a class that relies on perception, Uncanny Dodge is more appropriate than Evasion. Lastly, the text suggests a kind of spiritual detachment which is best represented with an alignment restriction: I suggest any neutral (like the Druid).
 

he is a hermit no proffession at least perhaps a proffession the character is an internalized character so their is a lack of physical skills


Compaian spirit is like the animal spirites of the american indians and is closer ot an outsider but we are still working on the basis for it.

The Companion spirt is part of the class so it is tied to it.

sorry loss of power is likely to be a 24 hour period.

Untruth is a Wheel of Time concept that deals with not being able to speak any word that is untrue. (you can mislead by omission but you cannot make a bold faced lie)

ummm... checks are skil checks, grapple checks and ability checks.

considering the lack of offensive capabilites within the class It is not percived as a big deal though becasue of its stacking ability and it continouing power growth some see it as such, the debate about what it affects continue.

sorry that was supposed to be 1/2 class leavel errata error

"First of all, this should definately be a supernatural ability, not extraordinary.'
no because the player cannot just supress the ability by going into an antimagic zone.

Also, how can they switch to a personality 5-levels lower if they get the power at 4th level?

we are still at odds about this one. the power level would be too much.

Does the "trigger" mean the Wanderer can't ever initiate the change herself?
yes the gm triggers it.

Does the alt personality have a different class?
it can

Who decides on the alt personalities class and progression?
dm and player

Can it have different attributes?
yep

Alignment?
don't use alighnments

If the alternate personality is a Cleric, Druid, Ranger, Paladin, or Wizard, do they have spells memorized and prepared when the switch is made?
they would have what they had the last time they were active.

Can the alternate personality have a familiar, or animal companion?
sure but the bond would break upon the switch.


Does the alternate personality advance with the Wanderer, or does its level stay static except when advancement for it is specified? static except as stated.


Carrier
Nomral and natural means only, duration is normal.



APE Manual of Planes

Estate Tranceferance is old school Tome of Magic

sorry remake is a polymorph any object 1day


Reality shift is plane shift 1day and is missing

I will errata later

sorry we don't use alignment
 

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