Planar Champion
Warrior of a hundred worlds. Mercenary captain of the Blood Wars. Sword of celestial vengeance. The planar champion moves between the planes, always driven to battle. He may be driven by a quest for justice or a thirst for blood, but he is feared throughout the known multiverse for his prowess.
- Hit Dice: d10
- Proficiencies: Planar Champions gain no proficiencies.
- Skill Points: 4 + Int Modifier
- Base Save Progression: As Ranger (Strong Ref & Fort)
REQUIREMENTS:
Base Attack Bonus: +4
Skills: Knowledge: Planes 4
Feats: Weapon Focus (Any).
Special: Must visit at least 2 planes of existence other than his native one.
ABILITIES:
Level
1: Adversity (1/day): Inner Planar
2: See Invisibility
3: Ethereal Visage (3/day)
4: Planar Survival
5: Adversity (2/day): Ethereal
6: Ethreal Jaunt, Energy Resistance
7: Rip Portal
8: Scramble Portal
9: Damage Reduction 20/+1, Energy Resistance
10: Adversity (3/day): Outer Planar
Adversity I:
The planar champion has studied the natives of a particular planar region extensively. Once per day the Planar Champion may receive a +1 weapon enchantment when fighting inner-planar creatures (elementals and their kin) and a 1d6 damage bonus against them, as well as a +1 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion].
Duration: 5 rounds per Planar Champion level (i.e. 30 seconds).
Adversity II:
The planar champion has studied the natives of a particular planar region extensively. Twice per day the Planar Champion may receive a +3 weapon enchantment when fighting inner-planar creatures (elementals and their kin) or ethereal creatures or creatures whose essence is of negative energy (undead) and a 1d8 damage bonus against them, as well as a +3 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion].
Adversity III:
The planar champion has studied the natives of a particular planar region extensively. Three times per day the Planar Champion may receive a +5 weapon enchantment when fighting inner-planar creatures (elementals and their kin), ethereal creatures or creatures whose essence is of negative energy (undead), and outsiders (fiends, celestials and the like), and a 2d6 damage bonus against them, as well as a +5 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion].
See Invisibility:
Upon reaching 2nd level, a planar champion has the ability to see invisibility at will, as a 5th level sorcerer.
Ethereal Visage:
Upon reaching 3rd level, a planar champion has the ability to cast Ethereal Visage three times per day.
Planar Survival:
The planar champion has adapted and is not subject to the natural hazards of the plane he's on, such as the fires of the elemental plane of fire, the diseases and apathy of Hades, the acidic rain of Gehenna, the carelessness of Elysium, etc. He is still subject to any other fire damage, diseases, acid damage, and so on.
Ethereal Jaunt:
A planar champion of 6th level or higher may step onto the Ethereal once per day. This functions as a Greater Sanctuary spell.
Rip Portal:
Once per day, a planar champion can rip a temporary portal through the Astral to another plane of existence. This functions as a Plane Shift spell.
Scramble Portal:
Once per day, the planar champion is capable of randomizing the destination of a portal (or a color pool, ethereal curtain, etc). This ability takes effect within 10 seconds of being cast on the portal, and lasts for 1 turn per planar champion level.
Damage Reduction:
The planar champion gains a damage reduction of 20/+1, thus ignoring the first 20 points of damage from weapons that have a lesser than +1 enchantment.
Energy Resistance:
The planar champion gains 5/- resistance to his chosen type of energy: Sonic, Electric, Fire, Acid, or Cold.
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