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New Class (Reality wanderer)
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<blockquote data-quote="Qwillion" data-source="post: 1157758" data-attributes="member: 14641"><p>REALITY WANDERER (by Myron Stark)</p><p></p><p>Reality Wanderer </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p></p><p>Hit Die: d8.</p><p></p><p>Class Skills</p><p>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), </p><p>Skill Points at 1st Level: (4 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>Table: The REALITY WANDERER</p><p>Level Base Attack Bonus Fort Save Ref Save Will Save Special</p><p>1st +0 +2 +2 +2 Companion Spirit; insight (+1),</p><p>2nd +1 +3 +3 +3 Evasion</p><p>3rd +2 +3 +3 +3 Growth (vision)</p><p>4th +3 +4 +4 +4 Self echo</p><p>5th +3 +4 +4 +4 Carrier</p><p>6th +4 +5 +5 +5 Insight (+2)</p><p>7th +5 +5 +5 +5 Planar bend</p><p>8th +6/+1 +6 +6 +6 Self echo </p><p>9th +6/+1 +6 +6 +6 Growth (telepathy)</p><p>10th +7/+2 +7 +7 +7 Warp form (avoid planer effects, polymoph)</p><p>11th +8/+3 +7 +7 +7 insight (+3)</p><p>12th +9/+4 +8 +8 +8 Self Echo</p><p>13th +9/+4 +8 +8 +8 Reality shift</p><p>14th +10/+5 +9 +9 +9 Growth (Forced enlightenment)</p><p>15th +11/+6/+1 +9 +9 +9 Warp Form (Spell Resistance)</p><p>16th +12/+7/+2 +10 +10 +10 self echo, insight (+4)</p><p>17th +12/+7/+2 +10 +10 +10 Timeless body.</p><p>18th +13/+8/+3 +11 +11 +11 Remake</p><p>19th +14/+9/+4 +11 +11 +11 Growth (Mind Blank)</p><p>20th +15/+10/+5 +12 +12 +12 Reality Transference, self echo, Warp Form (shapechange)</p><p></p><p>Class Features</p><p>All of the following are class features of the Reality Wanderer</p><p>Weapon and Armor Proficiency: Reality Wanderers is proficient with simple weapons and with light and medium armor. They are also proficient with shields.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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</p></blockquote><p></p>
[QUOTE="Qwillion, post: 1157758, member: 14641"] 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) x4. 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 [/QUOTE]
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