Prestige Class: The Far Wanderer

Merlion

First Post
I have long felt the need for a prestige class to embody the idea of the wanderer-mage...specficaly, one that can eventualy walk the roads between worlds. This is my first attempt.
My main questions are this: Do you have any better suggestions for abilitys, names, themes? Is it to strong? To many abilities at high level with both the Planar Adaptations and the other things? Should the last couple of abilities be spaced out more?
I think its pretty deccent but probably needs some more polish


The Far Wanderer

Requirements:
Skills: Knowledge (Geography) 10 ranks, Knowledge (the Planes) 10 ranks, Survival 4 ranks
Feats: Skill Focus (Knowledge [Geography, or the Planes]), any 1 metamagic
Spells: Ability to cast 4th level spells, including Expeditious Retreat, Fly, and Dimension Door
Hit Die: d4


Class Skills:
The Far Wanderer’s class skills, and the key ability for each skill are: Climb (Str), Concentration (Con), Jump (Str), Knowledge (All skills, taken individually) (Int), Spellcraft (Int) and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier

Class Features: All of the following are features of the Far Wanderer Prestige Class.

Weapon and Armor Proficiencies: The Eldritch Defender gains no additional proficiency in any weapons or armor.


1st level: Lively Step: the Far Wanderer gains a +10 foot competence bonus to his base land speed.

2nd level: Easy Step: At 2nd level, the Far Wanderer’s movement is not impeded by factors such as undergrowth and other difficult terrain. He always moves at his maximum land speed regardless of conditions.


3rd level: Infallible Direction: At 3rd level, the Far Wanderer develops an infallible sense of direction and location.
He always knows which direction is North (In places where such a thing exists)
He cannot become lost in any area that he is familiar with, and may make either a Knowledge (Geography) (for the martial plane) or a Knowledge (The Planes) check to find his way to any location of note ( Such as, “The Misty Mountains”, or “The Village of Bree”). The DC for this check is equal to 10+ the number of miles to the location in question from the Wanderer’s current location.

4th Level: Endure Elements: at 4th level, the Far Wanderer is considered to have a permanent Endure Elements spell upon him.


5th level: Walk the Golden Road: at 5th level, the Far Wanderer is able to walk in the spaces between the worlds and so travel to other planes, worlds, and dimensions.
By expending one prepared spell or unused spell slot of the highest level he can cast, the Far Wanderer is able to enter this “between” area. Most see it as a golden road, with portals on either side. Some see it differently however, for instance, as a grove of trees with many pools between them. Activating this ability requires 5 rounds of uninterrupted concentration
These portals allow the Far Wanderer to look through into various other planes and worlds, and if he chooses, to step through into them.
Time does not pass within this place, but the Far Wanderer may only remain in the between place for a maximum of 10 minutes of subjective time per Far Wanderer level. If the Far Wanderer knows exactly where he wants to go (for instance, the Plane of Fire, or the home of the Pit Fiend Azueal), he can find the appropriate portal in 1 minute of subjective time. If he is searching for a more general location (such as a fiery world, or a world where mind flayers are the dominant race), the amount of time is subject to DM adjudication, as fits the campaign world’s planar arrangement, but should not exceed 5 minutes of subjective time.
If the Far Wanderer so desires, he may simply wander the road, looking into portals, and enter any given world that catches his interest. Looking into a portal is a standard action, as is stepping through one. If the Far Wanderer is entering a world he is familiar with, he may choose to step through the portal to a specific location in that world or plane.
The Far Wanderer may take others with him, to a maximum of 1 person, plus 1 person for every 2 Far Wanderer levels


6th level: Planar Adaptation: at 6th level, and every Far Wanderer level thereafter, the Far Wanderer becomes immune to the detrimental environmental effects of a single plane to which he is not native, and has visited at least once. This protects against aspects of the plane and its environmental conditions, such as the flames of the Plane of Fire or the despair of the Gray Waste. It has no effect on normal terrain features (such as drowning in a lake in Bytopia), nor does it protect you from the denizens of the plane.


7th level: Speaker of Many Tongues: at 6th level, the Far Wanderer may speak with, understand, and be understood by any living creature.

8th level: Boon of the Wanderer: Once per day at 8th level, the Far Wanderer may invoke the Boon of the Wanderer. This ability lasts for 1 round for every 2 Far Wanderer levels, and allows the Far Wanderer to bypass obstacles and dangers between himself and a destination. While this ability is in effect, the Far Wanderer may pass through physical and magical barriers between himself and his destination. The Far Wanderer may simply pass through any physical obstruction, and through magical obstructions created by spells of 6th level or lower. Additionally, the Far Wanderer will not trigger any traps, mechanical or magical, that lie between himself and his destination.


The Far Wanderer


Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Lively Step +1 level of existing class
2 +1 +0 +0 +3 Easy Step +1 level of existing class
3 +1 +1 +1 +3 Endure Elements +1 level of existing class
4 +2 +1 +1 +4 Infallible Direction +1 level of existing class
5 +2 +1 +1 +4 Walk the Golden Road ----
6 +3 +2 +2 +5 Planar Adaptation +1 level of existing class
7 +3 +2 +2 +5 Speaker of Many Tongues, Adaptation +1 level of existing class
8 +4 +2 +2 +6 Boon of the Wanderer, Adaptation ---
9 +4 +3 +3 +6 Adaptation +1 level of existing class
10 +5 +3 +3 +7 Adaptation +1level of existing class
 
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Looks like a lot to give up for advancing in spell levels. But I like it a lot. Perhaps upping the HD? If they're travaling so much. Or lessen the level of the spells required.
 

I'm not sure I follow...

As with most Wizard/Sorcerer prestige classes, they gain more than they loose (since Wizards and sorcerers dont really gain anything besides spells as they level)
 

Merlion said:
I'm not sure I follow...

As with most Wizard/Sorcerer prestige classes, they gain more than they loose (since Wizards and sorcerers dont really gain anything besides spells as they level)

Yeah, but notice there are two levels (5 and 8) where they don't gain +1 to their casting level.

All told the class looks fairly cool, but the 5th level abilty could be a major pain. (I go looking for a world where sand is more valuable than gold or some such.) The power will either be huge or unused in many games. The 8th level one is also a bit difficult for the DM, but I think fairly cool. The ability to just walk through walls might be a bit much for certain games.

I like the idea, but those two abilities are just to vague and potentially powerful for many games. A DM who knows how to wing it well would probably do just fine.
 

All told the class looks fairly cool, but the 5th level abilty could be a major pain. (I go looking for a world where sand is more valuable than gold or some such.)


I dont really worry much about obvious exploitation like this since it can simply be disallowed. As it is currently worded, one could stretch Plane Shift to do a similiar thing, but since its simply stupid and obviously just an attempt at exploitation, the DM should simply disallow it.



I like the idea, but those two abilities are just to vague and potentially powerful for many games


Only the first one is vague, and its mostly intentional...it allows for uses outside the standard DnD cosmology. The mechanics of its usage are, I hope pretty clear.

The second is pretty clearly defined. I dont think its power is to excessive since high level spells can still block you, and it has a very limited duration. Your going to be 15th character level once you can use it, which means Prismatic Walls and the like.



A DM who knows how to wing it well would probably do just fine.


I agree. I tend to write assuming an audience with some knowledge of the game, generally. Really all a DM has to do is fit Walk the Golden Road to his cosmology
 

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