The Planar Master
There is the occasional need for a king or ruler of a nation to send out an extraplanar expedition. When this need arrives, planar masters are typically the class sent out. These people travel to other planes frequently, and thus learn the ins and outs of extraplanar travel.
Just about any class can become a planar master. Fighter/planar masters are dangerous adversaries when going extraplanar. Rogues do not become planar masters often, however there is nothing to stop them from doing it. Druids, barbarians, and rangers are rarely planar masters. Wizards and sorcerers are the most common planar masters.
Hit Die: d8.
Requirements
To qualify to be a planar master, a character must fulfill the following criteria.
Skills: Knowledge (The Planes) 12 ranks, Survival 4 ranks
Special: The character must have traveled to at least 2 inner planes, 2 outer planes, and the astral plane.
Class Skills
The planar master's class skills are Balance, Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim.
Skill points at each level: 4 + Int modifier.
Table: The Planar Master
| Level | Base Attack Bonus | Fort | Ref | Will | Special |
| 1st | +1 | +0 | +0 | +2 | Planar Travel, Dimension Door 1/Day |
| 2nd | +2 | +1 | +1 | +2 | Favored Plane |
| 3rd | +3 | +1 | +2 | +3 | Outsider Ally |
| 4th | +4 | +2 | +2 | +4 | Favored Plane |
| 5th | +5 | +3 | +3 | +4 | Favored Element, Elemental Features |
| 6th | +6/+1 | +4 | +4 | +4 | Dimension Door 2/Day, Favored Plane |
| 7th | +7/+2 | +5 | +5 | +5 | Never Breathe |
| 8th | +8/+3 | +5 | +5 | +7 | Favored Plane |
| 9th | +9/+4 | +6 | +6 | +7 | Planar Mastery |
| 10th | +10/+5 | +7 | +7 | +7 | Elemental Transformation, Favored Plane |
Weapon and Armor Profiency: Planar Masters gain no profiency with weapons or armor.
Planar Travel: Planar Masters may, at will, go to any plane that they have visited. They may only go somewhere on this plane that they have been before. They may not take anybody with them when they travel.
Dimension Door: Once per day, Planar Masters may travel to any plane, even ones that they have never visited. At 6th level, this increases to 2/day.
Favored Plane: At 2nd level, and every two levels thereafter (4,6,8,10), a Planar Master picks one plane, to which they are not native. The elements cannot harm them there. For instance, a Planar Master with the Favored Plane Elemental Plane of Fire will not burn while there. Similarly, a Planar Master with Favored Plane Limbo will not be destroyed by the Chaos. They gain +2 to attack and damage rolls while on this plane, as well as +1 to all saving throws.
Outsider Ally: At 3rd level, a Planar Master may spend 300 XP to gain an Outsider Ally. This ally functions exactly like a wizard's familiar. DM's discretion as to type of outsider.
Favored Element: At 5th level, a Planar Master gains a Favored Element. This element can never harm them, and they can teleport their Planar Master level in allies to that elemental plane.
Elemental Features: At 5th level, a Planar Master begins to turn into an elemental of their favored element's type. They gain double speed while moving in that element. Opposite elements deal double damage (Fire - Water, Earth - Air). They also gain a special ability based on their element. Fire: Fire elementals threaten setting their opponent on fire when making an unarmed strike. The save is a Reflex Save with DC equal to Planar Master level + Str Modifier. If the subject fails, they catch fire for 1d4 rounds. Water: Water elementals threaten knocking their opponent down with an unarmed strike. The save is a Fortitude Save with DC equal to Planar Master level + Str Modifier. Earth: Earth elementals gain +20 to attack and damage rolls made to sunder a weapon. Air: Air elementals are able to fly at will, taking a -4 to AC, and a -2 to reflex saves.
Never Breathe: At 7th level, a Planar Master never has to breathe.
Planar Mastery: At 9th level, a Planar Master may travel to any plane at will, and may take his Planar Master lvl + Int Modifier in allies with him. The allies are shielded from the elements in that plane the same way the Planar Master is.
Elemental Transformation: At 10th level, the Planar Master may spend 1,000 XP to become an elemental of his favored type. If he chooses to do so, he loses all weapon and armor profiencies (including ones gained by feats), gains an unarmed strike dealing 3d10 damage, and gains a specific bonus based on type. Fire: All creatures striking a fire elemental must make a reflex save with DC equal to Planar Master level + Con Modifier, or have their weapon destroyed. Water: Water elementals gain a 30 foot cone of water attack that deals 2d12 damage to all creatures in the range. They can do this a number of times per day equal to their Int modifier. Earth: Earth elementals gain +5 Natural Armor and Damage Reduction 5. Air: Air elementals can fly without the penalties associated to the earlier levels. They also can see the ethereal plane from the material plane at will.


1 Comments:
Planar travelling isn't that insane. The Knowledge (The Planes) requirement means that the character has at least 9 levels in other classes, meaning that no Planar Master exists below 10th level. I'm thinking also about changing some of the prereqs to be 2 inner planes, 2 good planes, 2 neutral planes, and 2 evil planes. When someone knows the great wheel that well, they deserve to be able to dimension door. Also, the outsider will be a mephit, I just need to update. Elemental transformation isn't overpowered, seeing as how only epic characters can perform it. Put things in perspective, these aren't base classes.
By
Igor, at 3:50 PM
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