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<blockquote data-quote="Obly99" data-source="post: 9851251" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Navigator (Psychic Archetype)</span></strong></p><p></p><p><strong>Replaces</strong> discipline powers, discipline spells, psychic discipline, detect thoughts, telepathic bond, phrenic amplification of 15th level, remade self</p><p></p><p style="text-align: right">“<em>To travel between worlds is to peer into madness. To return is to master it.”</em></p><p></p><p>Navigators are rare and secretive psychics whose third eye grants them visions beyond the veil of space and time. Born with an innate connection to the metaphysical currents of the multiverse, they are capable of guiding others safely through the chaotic tides of the Great Beyond. While most psychics delve inward, exploring the labyrinth of the mind, Navigators cast their gaze outward—into the stars, the planes, and the perilous stretches of the cosmos where thought and reality intertwine.</p><p>Unlike traditional psychics, Navigators forsake personal discipline and introspection in favor of cosmic awareness. Their unique mutation—a psychic third eye—grants them strange insights and formidable powers, from piercing magical illusions to projecting overwhelming waves of psychic force. More than mere travelers, Navigators act as living compasses, attuned to the ley-lines of reality itself. They can sense portals before they open, bend space to their will, and chart safe passage through the regions that others fear to tread.</p><p></p><p><strong>Guide in the Warp:</strong> The Navigator use his Wisdom for modify all his psychic class features, including his spellcasting, phrenic amplifications, and phrenic pool.</p><p></p><p><strong>Mutations:</strong> At 1st level and every 3 levels thereafter the Navigator gains one mutation. Initially he can only select lesser mutations but at 7th level he can select minor mutations and at 13th level he can select major mutations. Unless specified, a mutation can only be selected once.</p><p><em>Lesser Mutations</em></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Aquatic (Ex):</em> Gills appear on the Navigator's neck, his fingers become webbed, and he gains the ability to swim but his ability to walk is reduced. The Navigator gains the amphibious special quality and a swim speed of 30 ft. but this reduced his land speed by 10 ft. (to a minimum of 5 ft.) If the Navigator was an aquatic creature instead, he gains a land speed of 30 ft. and his swim speed is reduced by 10 ft. (to a minimum of 5 ft.) If the Navigator was already an amphibious creature (he was able to breath both water and air and possessed both a land and swim speeds), he cannot select this mutation.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Aurelian's Voice (Su):</em> The Navigator has a voice so mellifluous that it could influence a world. Its tone, promising light and wonder, but also disrupt the veil of magic. He gains a +2 bonus to Bluff and Diplomacy checks that involve his voice but if he talks (including if giving vocal components for spells) he impart a –4 penalty to all concentration checks to all creatures that hear him (including himself).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Delicate Flesh (Ex):</em> The Navigator's mutated skin is incredibly soft and velvety. His sense of touch develops beyond the sublime, making every sensation six hundred times more intense: for some, it's a wonder, for others a curse. The Navigator suffer a –1 on saving throws against pain effects but it grants a sense of touch so sensitive that he can read text simply by running his fingers over it. He gains +2 on Perception checks based on touch and can notice details otherwise impossible to notice.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Infected Soul (Su):</em> The Navigator has contracted a spiritual disease, which<br /> like any other infection, spreads and weakens the carrier. The Navigator and anyone within 10 ft. of him suffer a –1 penalty on saving throws against disease. However, the Navigator's body becomes more resistant to toxins and gains a +2 bonus on saves against poisons.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Living Shadow (Su):</em> Something within the Navigator has been altered, but it doesn't appear on their skin. Their shadow has acquired a life of its own and moves independently of their body. It isn't cast where it should be with respect to light sources, and the Shadow Plane is slowly seeping through the world around it. The Living Shadow is a portal into the Navigator's soul, which cause him to suffer a –1 penalty on saving throws against mind-affecting effects. However, the curious nature of this entity means that the character gains +2 bonus on Perception checks.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Red Eye Flash (Ex):</em> The Navigator's iris has a faint red tinge, so subtle that one must look at the right time to notice it. The new nature of these eyes allows one to notice hidden things, but makes them very sensitive to light. Those with this mutation often wear goggles to protect themselves from bright light. The Navigator gains a +2 bonus to Perception checks but gains light sensitivity. Goggles and protective lenses remove bonuses and penalties.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Withered (Ex):</em> A miasma of death hangs over the Navigator. His body is severely emaciated, his breath smells of putrefaction, and his voice is a rattle, like the wind in the desert; he is cadaverously pale, his limbs seem devoid of strength and ready to break at the slightest pressure. In short, he seems one step away from death, and yet he is still alive and has learned to endure things that would destroy many. The Navigator suffers a –1 penalty to Fortitude saving throws but gains a +2 to Will saving throws.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Visions (Su):</em> The Outer Planes bends the Navigator's mind and time. Without warning, their vision is clouded by visions of past experiences, future events, or otherworldly nightmares. The first round of combat the Navigator is always flat-footed no matter what abilities he has and remain this until the second round start (unlike a normal character that is flat-footed until his first regular turn in the initiative order), but once per session the DM’s will send him a vision. This vision is of a possible future (thus it won't necessarily happen) and not necessarily concerns the Navigator.</p> </li> </ul><p><em>Minor Mutations</em></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Bestial Hide (Ex):</em> The Navigator's skin thickens and changes appearance to the point of resembling that of an animal: it could be as thick and tough as leather, have fish-like scales or an insect-like exoskeleton. The Player decides, but the difference from the past must be obvious. The thickened skin provides +1 natural armor bonus to AC and DR 2/magic, but impart a –2 penalty Diplomacy checks for Influence attitude.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Brute (Ex):</em> The energy of the Outer Planes accelerates the Navigator's muscular growth, making him huge and robust, but also clearly inhuman. The sudden growth grants +2 size bonus to Strength and Constitution, but many tools are now too small for the Navigator's hands. He increase by 4 the DC of all checks requiring him to manipulate tools, including manufactured weapons, unless they are specially modified versions for him that increase the cost by 1,000 gp.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Corrosive Miasma (Ex):</em> The Navigator's pores and sweat glands emit a miasma of weak acids and toxins that surrounds him. This cloud does not harm him directly, but it make unpleasant his presence and creatures that touch him are exposed to the poison. The Navigator gains the stench ability with a duration of 5 rounds. Once a creature succeed its save gains immunity to the stench ability of a specific Navigator for 24 hours.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Grotesque (Ex):</em> Corruption flows through the Navigator's body, altering it at the cellular level. These changes are very noticeable, but only cosmetic: hideous scars<br /> emerge where wounds have never been sustained, the face takes on an animalistic appearance, limbs change in length or joints become twisted. This new appearance is disturbing, the Navigator gains a +4 bonus on Intimidate checks but suffers a –2 penalty Diplomacy checks for Influence attitude and the starting attitude of creatures toward him is one step worst (to a minimum of unfriendly).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Horns, Spines, Fangs, or Claws (Ex):</em> Exposure to the Outer Planes has caused the Navigator to grow horns, spines, fangs, or claws. He can choose which mutation to receive, where it occurs, and how it occurs. These elements are part of his body: they are completely sensitive and regrow if broken or removed. The Navigator gains 2 primary claws attacks (1d4 damage for a medium-sized Navigator), one primary gore attack (1d6 damage for a medium-sized Navigator), one primary bite attack (1d6 damage for a medium-sized Navigator), or one primary sting attack (1d4 damage for a medium-sized Navigator). This mutation can be selected multiple times, each time selecting a different natural attack.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Malformed (Ex):</em> The Navigator's body responds to the growing energy of the Outer Planes by twisting: muscles, tendons, and even bones change shape, growing or shrinking in unhealthy ways. The constant agony reduces the Navigator's<br /> maximum hit points by 1 x character level, but enduring it makes him insensitive to threats and mental assaults, giving him a +1 bonus against mind-affecting and pain effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Visions (Su):</em> The Outer Planes bends the Navigator's mind and time. Without warning, their vision is clouded by visions of past experiences, future events, or otherworldly nightmares. The first round of combat the Navigator is always flat-footed no matter what abilities he has and remain this until the second round start (unlike a normal character that is flat-footed until his first regular turn in the initiative order), but once per session the DM’s will send him a vision. This vision is of a possible future (thus it won't necessarily happen).</p> </li> </ul><p><em>Major Mutations</em></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Abomination (Ex):</em> The influence of the Outer Planes transforms the Navigator, mutating his flesh into bestial forms, until he become a hybrid similar to a lycanthrope. This impart a –8 penalty Diplomacy checks for Influence attitude. Select a creature of the an animal or vermin type, the Navigator gains an instantaneous <em>beast shape III</em> spell into it, except that his size is unchanged and instead of the standard size/penalty to scores and natural armor he only gains a +2 size bonus to his Strength score and +1 natural armor bonus. Because this is an instantaneous extraordinary effect, this is the new base of the Navigator, thus he does not count as under a polymorph effect and can benefit of them.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Afflicted (Ex):</em> The Navigator's body is being destroyed by the Outer Planes<br /> that constantly courses through him. New wounds emerge before the old ones heal, constantly oozing blood and pus, and enormous tumors swell under the skin at unnatural angles. Although he is in perpetual agony, these changes strengthen<br /> his body, making him capable of withstanding even more severe wounds.<br /> The Navigator gains 1 hp x character level and immunity to pain effects, but suffers a –4 penalty Diplomacy checks for Influence attitude.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Amorphous (Ex):</em> Bone, cartilage, and tendons dissolve under the power of the Outer Planes. Somehow, the Navigator is still alive. The Navigator gains amorphous but suffer a –8 penalty Diplomacy checks.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Corpulent (Ex):</em> The Outer Planes hideously alters the Navigator's body, making him enormous and bloated, so much so that his weight triples, his height increases by 5%, and his width doubles. The Navigator reduce all his speeds by 20 ft. (to a minimum of 5 ft.) and suffer a –6 penalty to Dexterity-based skill checks but gains +4 size bonus to his Constitution score and the fat give him light fortification.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Corrosive Bile (Ex):</em> The Navigator's bodily fluids become toxic bile. He can<br /> vomit this nightmarish substance as a standard action in a cone breath weapon with a range of 10 ft., dealing 6d6 acid damage, a Reflex save DC 10 + ½ character level + the Navigator’s Constitution modifier half the damage, with 1d4 rounds between uses. The substance violates many laws of medicine, making it<br /> difficult to treat. Each Heal check made on the Navigator suffers a –8 penalty.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Corrupted Flesh (Ex):</em> The Navigator's flesh and organs undergo a transformation<br /> such that he is no longer a single living organism. Grotesque possibilities include:<br /> snails crawling in place of blood; a nest of spiders in the intestines devouring the ingested food; snakes under the skin in place of muscle; or any other imaginable horror. Many of these features are not immediately visible, but as soon as the skin is<br /> exposed to view, movement can be seen beneath it. When the Navigator is wounded, creatures become visible. The Navigator gains a +2 bonus on Fortitude save but each Heal check made on the Navigator suffers a –8 penalty.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Despicable Alacrity (Su):</em> The Navigator twitches and fidgets constantly, with irrational and unnatural movements: he moves almost faster than the eyes can perceive, moving from one place to another as if he were teleporting. His voice, face, and eyes shift from one emotion to another so quickly that bystanders are confused as to his intentions. The Navigator gains a +10 ft. bonus to all his speeds but suffer a –2 penalty on Diplomacy checks and against emotion effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Excess of Eyes (Ex):</em> The Navigator's body is covered with countless ever-vigilant eyes, which blink independently; they often emerge from other orifices. They function and provide an incredible field of vision, but they make the Navigator vulnerable to blind effects. The Navigator gains all-around vision and +2 bonus to sight-based Perception checks but suffer a –2 penalty on saving throws against blindness effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Extra Appendage (Ex):</em> The influence of the Outer Planes has distorted the Navigator's body. The Navigator must select one of the following options.<br /> <em>Extra Arm:</em> As for the vestigial arm discovery of the alchemist.<br /> <em>Extra Head:</em> Gains all-around vision.<br /> <em>Extra Leg:</em> Increase the speed of the Navigator by 5 ft.<br /> <em>Prehensile Tail:</em> As for the racial trait of the tiefling with the same name.<br /> Unless the Navigator can conceal it somehow, he suffers a –2 penalty on Diplomacy checks for each extra appendage. These appendages require custom-made clothing and armor (1,000 gp increase the cost of armors and clothes or modify pre-existing ones). This mutation can be selected multiple times, theoretically even the same one.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Metallic Flesh (Ex):</em> The energies of the Outer Planes cover the Navigator body with hard metal. When the metal takes damage, it heals as if it were part of the body, but in doing so, it accumulates scars. The union of flesh and metal give the Navigator DR 5/cold iron and magic and +2 natural armor bonus but he reduce all his speeds by 10 ft. (to a minimum of 5 ft.)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Serpentine Body (Ex):</em> The Navigator's legs fuse together, and from the waist down,<br /> his body becomes that of a snake, complete with scales: he can no longer walk, only slither on the ground. He lose the boots magic item slot but gains immunity to trip.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Toxic Blood (Ex):</em> The Outer Planes transforms the Navigator's blood into a non-biological substance: radioactive materials, toxic metals, or something even stranger now flow through their veins. Because of these unusual fluids, receiving medical<br /> treatment is much more difficult and dangerous. Each Heal check made on the Navigator suffers a –8 penalty. In the event of an operation made on the Navigator (like treat deadly wounds), the person administering the treatment must pass a DC 25 Reflex save or suffer 3d6 acid damage from the splashes. This unusual physiology makes them resistant to many biological attacks: the character become immune to diseases and poisons and creatures using blood drain on them suffer 4d6 acid damage and gains no benefit of using it.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Wings (Ex):</em> Enormous wings sprout from the Navigator's shoulders, with a span twice his height. They may resemble those of a bird, a bat, an insect, or something else entirely. They can be folded so they don't get in the way, but they can't completely hide them. Clothing and armor armor must be modified to accommodate the wings (1,000 gp increase the cost of armors and clothes or modify pre-existing ones). The Navigator gains a fly speed of 30 ft. (poor)</p> </li> </ul><p></p><p><strong>Bonus Spells:</strong> At 1st level, and the following levels thereafter, the Navigator learns an additional spell. These spells are in addition to the number of spells given on <strong>Table: Psychic Spells Known</strong>. These spells cannot be exchanged for different spells at higher levels.</p><p><em>Mindlink</em> (1st), <em>detect thoughts</em> (4th), <em>fly</em> (6th), <em>dimension door </em>(8th), <em>teleport</em> (10th), <em>find the path </em>(12th), <em>greater teleport</em> (14th), <em>discern location</em> (16th), <em>interplanetary teleport</em> (18th).</p><p>This replaces discipline spells.</p><p></p><p><strong>Cosmic Guide (Ex):</strong> At 1st level, the Navigator adds ½ his psychic level (minimum 1) to all Knowledge (planes) checks and can make such checks untrained.</p><p>This replaces the psychic discipline.</p><p></p><p><strong>Third Eye (Ex/Su):</strong> At 1st level, the Navigator grows a third eye on her front. This grant her a constant <em>detect magic </em>effect and darkvision 60 ft. Both this effects are lost if the Navigator is blinded on this eye.</p><p>This replaces the discipline power of 1st level.</p><p></p><p><strong>Third Eye Gaze (Su):</strong> At 2nd level, a Navigator can generate a blast of pure psychic power from his third eye as a standard action. This work as a gaze attack that remain active until the start of his next turn. Any opponent that does not avert his gaze must make a Will save (DC 10 + ½ the psychic’s level + his Wisdom modifier) or become sickened for a number of rounds equal to the Navigator Wisdom modifier (minimum 1 round). A creature that succeed its save become immune to the gaze of that Navigator for 24 hours.</p><p>Starting at 9th level a creature become also staggered on a failure.</p><p>Starting at 14th level a creature that fail the save by 5 or more or roll a natural 1 become paralyzed instead of staggered.</p><p>Starting at 19th level a creature that fail the save by 5 or more or roll a natural 1 instantly die instead of becoming staggered. This is a death effect. A creature immune to death effects become paralyzed instead as for the 14th level version.</p><p>A Navigator can use this ability a number of times per day equal to 3 + his Wisdom modifier. A Navigator blinded in his third eye cannot use this attack. All the versions are a mind-affecting effect.</p><p>This replaces detect thoughts.</p><p></p><p><strong>At Home in the Planes (Sp):</strong> At 5th level, a Navigator is under a constant <em>planer adaptation</em> spell but unlike normal it also protect against the alignment traits of the plane. Every time he regain his psychic spells he can change his selected plane. If this ability is dispelled the Navigator can resume it with a free action.</p><p>This replaces the discipline power of 5th level.</p><p></p><p><strong>Warp Guide (Su):</strong> At 9th level, the time required for a Navigator to identify a portal’s destination is reduced to 1 round and automatically identify any plane on which he arrive. Starting at 10th level, he can also consume a psychic spell slot of 5th level or higher for spontaneously casting <em>plane shift</em>. He cannot apply metamagic feats to a spontaneous <em>plane shift</em>. When a Navigator cast <em>plane shift</em>, he does not need a forked metal rod attuned to the plane of travel as a focus, he only need knowledge of the plane in question (gods and other powerful inhabitant of the plane can still block planar travel to their domain as usual). Finally, if the Navigator cast a teleportation spell that has a change of arrive off target (like <em>teleport</em> or <em>plane shift</em>), he negate it. A Navigator and any creature traveling with him always arrive on target (if the Navigator does not select a specific destination at the time of casting, he arrive in a random secluded location of the plane).</p><p></p><p><strong>Greater Warp Guide (Su):</strong> At 13th level, the Navigator teleportation effects completely ignore effects that would redirect them (like <em>teleport trap</em>).</p><p>This replaces the discipline power of 13th level.</p><p></p><p><strong>Portal Mastery (Su):</strong> At 15th level, a Navigator sense when a creature is about to use a (teleportation) effect within 30 ft. of him, or when a portal is about to open in that same area. If he wish, the Navigator can block the teleportation or portal effect from occurring as an immediate action. The creator of the effect must succeed at a caster level check against a DC of 11 + his psychic level or the effect is countered. If the target of this ability fail the caster level check, the Navigator may chose to not block the teleportation effect and instead voluntarily go along for the ride and teleport with the target to the same location. The Navigator do not count against any limit the teleportation effect might have, such as number of creatures or total weight teleported.</p><p>This replaces the phrenic amplification gained at 15th level.</p><p></p><p><strong>Eternal Voyage:</strong> At 20th level, a Navigator can consume a psychic spell slot of 9th level for spontaneously casting <em>gate</em> (planar travel only). Also, with <em>plane shift</em> or <em>gate</em> he can reach any location, even if sealed or normally impossible, like a place under <em>dimensional lock</em> or the divine realm of a deity (deities and other beings who rule a planar realm can normally prevent a teleport effect from happening in their presence or personal demesnes if they so desire, but not in this case).</p><p>This replaces remade self.</p><p></p><p></p><p><strong><span style="font-size: 18px">Feats</span></strong></p><p><strong></strong></p><p><strong>Extra Mutation</strong></p><p><em>Your body is more mutated than the others.</em></p><p><strong>Prerequisite: </strong>Mutations class feature.</p><p><strong>Benefit:</strong> You gain an extra mutation.</p><p><strong>Special:</strong> You can take this feat multiple times. Its effects stack.</p><p></p><p><a href="https://www.reddit.com/r/ImaginaryWarhammer/comments/1p45m72/akisina_iv_ulydilys_aged_navigator_of_300_years/" target="_blank">Link 1st image by Luke5353</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9851251, member: 7035194"] [CENTER][B][SIZE=7]Navigator (Psychic Archetype)[/SIZE][/B][/CENTER] [B]Replaces[/B] discipline powers, discipline spells, psychic discipline, detect thoughts, telepathic bond, phrenic amplification of 15th level, remade self [RIGHT]“[I]To travel between worlds is to peer into madness. To return is to master it.”[/I][/RIGHT] Navigators are rare and secretive psychics whose third eye grants them visions beyond the veil of space and time. Born with an innate connection to the metaphysical currents of the multiverse, they are capable of guiding others safely through the chaotic tides of the Great Beyond. While most psychics delve inward, exploring the labyrinth of the mind, Navigators cast their gaze outward—into the stars, the planes, and the perilous stretches of the cosmos where thought and reality intertwine. Unlike traditional psychics, Navigators forsake personal discipline and introspection in favor of cosmic awareness. Their unique mutation—a psychic third eye—grants them strange insights and formidable powers, from piercing magical illusions to projecting overwhelming waves of psychic force. More than mere travelers, Navigators act as living compasses, attuned to the ley-lines of reality itself. They can sense portals before they open, bend space to their will, and chart safe passage through the regions that others fear to tread. [B]Guide in the Warp:[/B] The Navigator use his Wisdom for modify all his psychic class features, including his spellcasting, phrenic amplifications, and phrenic pool. [B]Mutations:[/B] At 1st level and every 3 levels thereafter the Navigator gains one mutation. Initially he can only select lesser mutations but at 7th level he can select minor mutations and at 13th level he can select major mutations. Unless specified, a mutation can only be selected once. [I]Lesser Mutations[/I] [LIST] [*][LEFT][I]Aquatic (Ex):[/I] Gills appear on the Navigator's neck, his fingers become webbed, and he gains the ability to swim but his ability to walk is reduced. The Navigator gains the amphibious special quality and a swim speed of 30 ft. but this reduced his land speed by 10 ft. (to a minimum of 5 ft.) If the Navigator was an aquatic creature instead, he gains a land speed of 30 ft. and his swim speed is reduced by 10 ft. (to a minimum of 5 ft.) If the Navigator was already an amphibious creature (he was able to breath both water and air and possessed both a land and swim speeds), he cannot select this mutation.[/LEFT] [*][LEFT][I]Aurelian's Voice (Su):[/I] The Navigator has a voice so mellifluous that it could influence a world. Its tone, promising light and wonder, but also disrupt the veil of magic. He gains a +2 bonus to Bluff and Diplomacy checks that involve his voice but if he talks (including if giving vocal components for spells) he impart a –4 penalty to all concentration checks to all creatures that hear him (including himself).[/LEFT] [*][LEFT][I]Delicate Flesh (Ex):[/I] The Navigator's mutated skin is incredibly soft and velvety. His sense of touch develops beyond the sublime, making every sensation six hundred times more intense: for some, it's a wonder, for others a curse. The Navigator suffer a –1 on saving throws against pain effects but it grants a sense of touch so sensitive that he can read text simply by running his fingers over it. He gains +2 on Perception checks based on touch and can notice details otherwise impossible to notice.[/LEFT] [*][LEFT][I]Infected Soul (Su):[/I] The Navigator has contracted a spiritual disease, which like any other infection, spreads and weakens the carrier. The Navigator and anyone within 10 ft. of him suffer a –1 penalty on saving throws against disease. However, the Navigator's body becomes more resistant to toxins and gains a +2 bonus on saves against poisons.[/LEFT] [*][LEFT][I]Living Shadow (Su):[/I] Something within the Navigator has been altered, but it doesn't appear on their skin. Their shadow has acquired a life of its own and moves independently of their body. It isn't cast where it should be with respect to light sources, and the Shadow Plane is slowly seeping through the world around it. The Living Shadow is a portal into the Navigator's soul, which cause him to suffer a –1 penalty on saving throws against mind-affecting effects. However, the curious nature of this entity means that the character gains +2 bonus on Perception checks.[/LEFT] [*][LEFT][I]Red Eye Flash (Ex):[/I] The Navigator's iris has a faint red tinge, so subtle that one must look at the right time to notice it. The new nature of these eyes allows one to notice hidden things, but makes them very sensitive to light. Those with this mutation often wear goggles to protect themselves from bright light. The Navigator gains a +2 bonus to Perception checks but gains light sensitivity. Goggles and protective lenses remove bonuses and penalties.[/LEFT] [*][LEFT][I]Withered (Ex):[/I] A miasma of death hangs over the Navigator. His body is severely emaciated, his breath smells of putrefaction, and his voice is a rattle, like the wind in the desert; he is cadaverously pale, his limbs seem devoid of strength and ready to break at the slightest pressure. In short, he seems one step away from death, and yet he is still alive and has learned to endure things that would destroy many. The Navigator suffers a –1 penalty to Fortitude saving throws but gains a +2 to Will saving throws.[/LEFT] [*][LEFT][I]Visions (Su):[/I] The Outer Planes bends the Navigator's mind and time. Without warning, their vision is clouded by visions of past experiences, future events, or otherworldly nightmares. The first round of combat the Navigator is always flat-footed no matter what abilities he has and remain this until the second round start (unlike a normal character that is flat-footed until his first regular turn in the initiative order), but once per session the DM’s will send him a vision. This vision is of a possible future (thus it won't necessarily happen) and not necessarily concerns the Navigator.[/LEFT] [/LIST] [I]Minor Mutations[/I] [LIST] [*][LEFT][I]Bestial Hide (Ex):[/I] The Navigator's skin thickens and changes appearance to the point of resembling that of an animal: it could be as thick and tough as leather, have fish-like scales or an insect-like exoskeleton. The Player decides, but the difference from the past must be obvious. The thickened skin provides +1 natural armor bonus to AC and DR 2/magic, but impart a –2 penalty Diplomacy checks for Influence attitude.[/LEFT] [*][LEFT][I]Brute (Ex):[/I] The energy of the Outer Planes accelerates the Navigator's muscular growth, making him huge and robust, but also clearly inhuman. The sudden growth grants +2 size bonus to Strength and Constitution, but many tools are now too small for the Navigator's hands. He increase by 4 the DC of all checks requiring him to manipulate tools, including manufactured weapons, unless they are specially modified versions for him that increase the cost by 1,000 gp.[/LEFT] [*][LEFT][I]Corrosive Miasma (Ex):[/I] The Navigator's pores and sweat glands emit a miasma of weak acids and toxins that surrounds him. This cloud does not harm him directly, but it make unpleasant his presence and creatures that touch him are exposed to the poison. The Navigator gains the stench ability with a duration of 5 rounds. Once a creature succeed its save gains immunity to the stench ability of a specific Navigator for 24 hours.[/LEFT] [*][LEFT][I]Grotesque (Ex):[/I] Corruption flows through the Navigator's body, altering it at the cellular level. These changes are very noticeable, but only cosmetic: hideous scars emerge where wounds have never been sustained, the face takes on an animalistic appearance, limbs change in length or joints become twisted. This new appearance is disturbing, the Navigator gains a +4 bonus on Intimidate checks but suffers a –2 penalty Diplomacy checks for Influence attitude and the starting attitude of creatures toward him is one step worst (to a minimum of unfriendly).[/LEFT] [*][LEFT][I]Horns, Spines, Fangs, or Claws (Ex):[/I] Exposure to the Outer Planes has caused the Navigator to grow horns, spines, fangs, or claws. He can choose which mutation to receive, where it occurs, and how it occurs. These elements are part of his body: they are completely sensitive and regrow if broken or removed. The Navigator gains 2 primary claws attacks (1d4 damage for a medium-sized Navigator), one primary gore attack (1d6 damage for a medium-sized Navigator), one primary bite attack (1d6 damage for a medium-sized Navigator), or one primary sting attack (1d4 damage for a medium-sized Navigator). This mutation can be selected multiple times, each time selecting a different natural attack.[/LEFT] [*][LEFT][I]Malformed (Ex):[/I] The Navigator's body responds to the growing energy of the Outer Planes by twisting: muscles, tendons, and even bones change shape, growing or shrinking in unhealthy ways. The constant agony reduces the Navigator's maximum hit points by 1 x character level, but enduring it makes him insensitive to threats and mental assaults, giving him a +1 bonus against mind-affecting and pain effects.[/LEFT] [*][LEFT][I]Visions (Su):[/I] The Outer Planes bends the Navigator's mind and time. Without warning, their vision is clouded by visions of past experiences, future events, or otherworldly nightmares. The first round of combat the Navigator is always flat-footed no matter what abilities he has and remain this until the second round start (unlike a normal character that is flat-footed until his first regular turn in the initiative order), but once per session the DM’s will send him a vision. This vision is of a possible future (thus it won't necessarily happen).[/LEFT] [/LIST] [I]Major Mutations[/I] [LIST] [*][LEFT][I]Abomination (Ex):[/I] The influence of the Outer Planes transforms the Navigator, mutating his flesh into bestial forms, until he become a hybrid similar to a lycanthrope. This impart a –8 penalty Diplomacy checks for Influence attitude. Select a creature of the an animal or vermin type, the Navigator gains an instantaneous [I]beast shape III[/I] spell into it, except that his size is unchanged and instead of the standard size/penalty to scores and natural armor he only gains a +2 size bonus to his Strength score and +1 natural armor bonus. Because this is an instantaneous extraordinary effect, this is the new base of the Navigator, thus he does not count as under a polymorph effect and can benefit of them.[/LEFT] [*][LEFT][I]Afflicted (Ex):[/I] The Navigator's body is being destroyed by the Outer Planes that constantly courses through him. New wounds emerge before the old ones heal, constantly oozing blood and pus, and enormous tumors swell under the skin at unnatural angles. Although he is in perpetual agony, these changes strengthen his body, making him capable of withstanding even more severe wounds. The Navigator gains 1 hp x character level and immunity to pain effects, but suffers a –4 penalty Diplomacy checks for Influence attitude.[/LEFT] [*][LEFT][I]Amorphous (Ex):[/I] Bone, cartilage, and tendons dissolve under the power of the Outer Planes. Somehow, the Navigator is still alive. The Navigator gains amorphous but suffer a –8 penalty Diplomacy checks.[/LEFT] [*][LEFT][I]Corpulent (Ex):[/I] The Outer Planes hideously alters the Navigator's body, making him enormous and bloated, so much so that his weight triples, his height increases by 5%, and his width doubles. The Navigator reduce all his speeds by 20 ft. (to a minimum of 5 ft.) and suffer a –6 penalty to Dexterity-based skill checks but gains +4 size bonus to his Constitution score and the fat give him light fortification.[/LEFT] [*][LEFT][I]Corrosive Bile (Ex):[/I] The Navigator's bodily fluids become toxic bile. He can vomit this nightmarish substance as a standard action in a cone breath weapon with a range of 10 ft., dealing 6d6 acid damage, a Reflex save DC 10 + ½ character level + the Navigator’s Constitution modifier half the damage, with 1d4 rounds between uses. The substance violates many laws of medicine, making it difficult to treat. Each Heal check made on the Navigator suffers a –8 penalty.[/LEFT] [*][LEFT][I]Corrupted Flesh (Ex):[/I] The Navigator's flesh and organs undergo a transformation such that he is no longer a single living organism. Grotesque possibilities include: snails crawling in place of blood; a nest of spiders in the intestines devouring the ingested food; snakes under the skin in place of muscle; or any other imaginable horror. Many of these features are not immediately visible, but as soon as the skin is exposed to view, movement can be seen beneath it. When the Navigator is wounded, creatures become visible. The Navigator gains a +2 bonus on Fortitude save but each Heal check made on the Navigator suffers a –8 penalty.[/LEFT] [*][LEFT][I]Despicable Alacrity (Su):[/I] The Navigator twitches and fidgets constantly, with irrational and unnatural movements: he moves almost faster than the eyes can perceive, moving from one place to another as if he were teleporting. His voice, face, and eyes shift from one emotion to another so quickly that bystanders are confused as to his intentions. The Navigator gains a +10 ft. bonus to all his speeds but suffer a –2 penalty on Diplomacy checks and against emotion effects.[/LEFT] [*][LEFT][I]Excess of Eyes (Ex):[/I] The Navigator's body is covered with countless ever-vigilant eyes, which blink independently; they often emerge from other orifices. They function and provide an incredible field of vision, but they make the Navigator vulnerable to blind effects. The Navigator gains all-around vision and +2 bonus to sight-based Perception checks but suffer a –2 penalty on saving throws against blindness effects.[/LEFT] [*][LEFT][I]Extra Appendage (Ex):[/I] The influence of the Outer Planes has distorted the Navigator's body. The Navigator must select one of the following options. [I]Extra Arm:[/I] As for the vestigial arm discovery of the alchemist. [I]Extra Head:[/I] Gains all-around vision. [I]Extra Leg:[/I] Increase the speed of the Navigator by 5 ft. [I]Prehensile Tail:[/I] As for the racial trait of the tiefling with the same name. Unless the Navigator can conceal it somehow, he suffers a –2 penalty on Diplomacy checks for each extra appendage. These appendages require custom-made clothing and armor (1,000 gp increase the cost of armors and clothes or modify pre-existing ones). This mutation can be selected multiple times, theoretically even the same one.[/LEFT] [*][LEFT][I]Metallic Flesh (Ex):[/I] The energies of the Outer Planes cover the Navigator body with hard metal. When the metal takes damage, it heals as if it were part of the body, but in doing so, it accumulates scars. The union of flesh and metal give the Navigator DR 5/cold iron and magic and +2 natural armor bonus but he reduce all his speeds by 10 ft. (to a minimum of 5 ft.)[/LEFT] [*][LEFT][I]Serpentine Body (Ex):[/I] The Navigator's legs fuse together, and from the waist down, his body becomes that of a snake, complete with scales: he can no longer walk, only slither on the ground. He lose the boots magic item slot but gains immunity to trip.[/LEFT] [*][LEFT][I]Toxic Blood (Ex):[/I] The Outer Planes transforms the Navigator's blood into a non-biological substance: radioactive materials, toxic metals, or something even stranger now flow through their veins. Because of these unusual fluids, receiving medical treatment is much more difficult and dangerous. Each Heal check made on the Navigator suffers a –8 penalty. In the event of an operation made on the Navigator (like treat deadly wounds), the person administering the treatment must pass a DC 25 Reflex save or suffer 3d6 acid damage from the splashes. This unusual physiology makes them resistant to many biological attacks: the character become immune to diseases and poisons and creatures using blood drain on them suffer 4d6 acid damage and gains no benefit of using it.[/LEFT] [*][LEFT][I]Wings (Ex):[/I] Enormous wings sprout from the Navigator's shoulders, with a span twice his height. They may resemble those of a bird, a bat, an insect, or something else entirely. They can be folded so they don't get in the way, but they can't completely hide them. Clothing and armor armor must be modified to accommodate the wings (1,000 gp increase the cost of armors and clothes or modify pre-existing ones). The Navigator gains a fly speed of 30 ft. (poor)[/LEFT] [/LIST] [B]Bonus Spells:[/B] At 1st level, and the following levels thereafter, the Navigator learns an additional spell. These spells are in addition to the number of spells given on [B]Table: Psychic Spells Known[/B]. These spells cannot be exchanged for different spells at higher levels. [I]Mindlink[/I] (1st), [I]detect thoughts[/I] (4th), [I]fly[/I] (6th), [I]dimension door [/I](8th), [I]teleport[/I] (10th), [I]find the path [/I](12th), [I]greater teleport[/I] (14th), [I]discern location[/I] (16th), [I]interplanetary teleport[/I] (18th). This replaces discipline spells. [B]Cosmic Guide (Ex):[/B] At 1st level, the Navigator adds ½ his psychic level (minimum 1) to all Knowledge (planes) checks and can make such checks untrained. This replaces the psychic discipline. [B]Third Eye (Ex/Su):[/B] At 1st level, the Navigator grows a third eye on her front. This grant her a constant [I]detect magic [/I]effect and darkvision 60 ft. Both this effects are lost if the Navigator is blinded on this eye. This replaces the discipline power of 1st level. [B]Third Eye Gaze (Su):[/B] At 2nd level, a Navigator can generate a blast of pure psychic power from his third eye as a standard action. This work as a gaze attack that remain active until the start of his next turn. Any opponent that does not avert his gaze must make a Will save (DC 10 + ½ the psychic’s level + his Wisdom modifier) or become sickened for a number of rounds equal to the Navigator Wisdom modifier (minimum 1 round). A creature that succeed its save become immune to the gaze of that Navigator for 24 hours. Starting at 9th level a creature become also staggered on a failure. Starting at 14th level a creature that fail the save by 5 or more or roll a natural 1 become paralyzed instead of staggered. Starting at 19th level a creature that fail the save by 5 or more or roll a natural 1 instantly die instead of becoming staggered. This is a death effect. A creature immune to death effects become paralyzed instead as for the 14th level version. A Navigator can use this ability a number of times per day equal to 3 + his Wisdom modifier. A Navigator blinded in his third eye cannot use this attack. All the versions are a mind-affecting effect. This replaces detect thoughts. [B]At Home in the Planes (Sp):[/B] At 5th level, a Navigator is under a constant [I]planer adaptation[/I] spell but unlike normal it also protect against the alignment traits of the plane. Every time he regain his psychic spells he can change his selected plane. If this ability is dispelled the Navigator can resume it with a free action. This replaces the discipline power of 5th level. [B]Warp Guide (Su):[/B] At 9th level, the time required for a Navigator to identify a portal’s destination is reduced to 1 round and automatically identify any plane on which he arrive. Starting at 10th level, he can also consume a psychic spell slot of 5th level or higher for spontaneously casting [I]plane shift[/I]. He cannot apply metamagic feats to a spontaneous [I]plane shift[/I]. When a Navigator cast [I]plane shift[/I], he does not need a forked metal rod attuned to the plane of travel as a focus, he only need knowledge of the plane in question (gods and other powerful inhabitant of the plane can still block planar travel to their domain as usual). Finally, if the Navigator cast a teleportation spell that has a change of arrive off target (like [I]teleport[/I] or [I]plane shift[/I]), he negate it. A Navigator and any creature traveling with him always arrive on target (if the Navigator does not select a specific destination at the time of casting, he arrive in a random secluded location of the plane). [B]Greater Warp Guide (Su):[/B] At 13th level, the Navigator teleportation effects completely ignore effects that would redirect them (like [I]teleport trap[/I]). This replaces the discipline power of 13th level. [B]Portal Mastery (Su):[/B] At 15th level, a Navigator sense when a creature is about to use a (teleportation) effect within 30 ft. of him, or when a portal is about to open in that same area. If he wish, the Navigator can block the teleportation or portal effect from occurring as an immediate action. The creator of the effect must succeed at a caster level check against a DC of 11 + his psychic level or the effect is countered. If the target of this ability fail the caster level check, the Navigator may chose to not block the teleportation effect and instead voluntarily go along for the ride and teleport with the target to the same location. The Navigator do not count against any limit the teleportation effect might have, such as number of creatures or total weight teleported. This replaces the phrenic amplification gained at 15th level. [B]Eternal Voyage:[/B] At 20th level, a Navigator can consume a psychic spell slot of 9th level for spontaneously casting [I]gate[/I] (planar travel only). Also, with [I]plane shift[/I] or [I]gate[/I] he can reach any location, even if sealed or normally impossible, like a place under [I]dimensional lock[/I] or the divine realm of a deity (deities and other beings who rule a planar realm can normally prevent a teleport effect from happening in their presence or personal demesnes if they so desire, but not in this case). This replaces remade self. [B][SIZE=5]Feats[/SIZE] Extra Mutation[/B] [I]Your body is more mutated than the others.[/I] [B]Prerequisite: [/B]Mutations class feature. [B]Benefit:[/B] You gain an extra mutation. [B]Special:[/B] You can take this feat multiple times. Its effects stack. [URL='https://www.reddit.com/r/ImaginaryWarhammer/comments/1p45m72/akisina_iv_ulydilys_aged_navigator_of_300_years/']Link 1st image by Luke5353[/URL] [/QUOTE]
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