Planewalkers share little in common with each other beyond their wanderlust. Some aspire to be stealthy thieves (and they, unfortunately, make people suspicious of all planewalkers). Others are silver-tongued tricksters. Still others are explorers, merchants outlaws, gamblers, thugs, peddlers, traveling scholars, or the like. Whatever their profession, they share a reliance on skills and abilities, quick-wittedness, and a certain willingness to take risks that most people wouldn't dare.
The Planewalker |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1 | +0 | +0 | +2 | +1 | Illicit barter |
2 | +1 | +0 | +3 | +2 | Luck of the gods |
3 | +2 | +1 | +3 | +2 |
|
4 | +3 | +1 | +4 | +2 | Skill emphasis |
5 | +3 | +1 | +4 | +3 | Sneak attack +2d6 |
6 | +4 | +2 | +5 | +3 |
|
7 | +5 | +2 | +5 | +4 |
|
8 | +6/+1 | +2 | +6 | +4 | Skill emphasis |
9 | +6/+1 | +3 | +6 | +4 |
|
10 | +7/+2 | +3 | +7 | +5 | Bonus feat |
11 | +8/+3 | +3 | +7 | +5 |
|
12 | +9/+4 | +4 | +8 | +6 | Skill emphasis |
13 | +9/+4 | +4 | +8 | +6 |
|
14 | +10/+5 | +4 | +9 | +6 | Sneak attack + 4d6 |
15 | +11/+6/+1 | +5 | +9 | +7 |
|
16 | +12/+7/+2 | +5 | +10 | +7 | Skill emphasis |
17 | +12/+7/+2 | +5 | +10 | +8 |
|
18 | +13/+8/+3 | +6 | +11 | +8 |
|
19 | +14/+9/+4 | +6 | +11 | +8 |
|
20 | +15/+10/+5 | +6 | +12 | +9 | Skill emphasis |
Adventures: Planewalkers adventure for several reasons. First and foremost, they're in it for whatever they can get. Many wanderers lust for gold or other treasures and gladly take any risk commensurate with the reward. Second is curiosity. Many of them yearn to see new places, learn new things, and broaden their experience. Third, they like to pit their wits against the challenges that confront them.Characteristics: You would be hard pressed to generalize about the characteristics of the planewalker. As a group, they encompass everyone from the pacifist Ring Givers to the greed Takers, to vicious planars who delight in taking the lives of others. At best, one can say that virtually all planewalkers survive, to a certain extent, by their wits and skills. They don't go around wearing heavy armor, carry heavy weapons, or displaying awesome fighting prowess like a fighter. Instead, they have nimble fingers and nimble minds, both of which they use to make a good living and enjoy themselves. Many of them count on their luck to help them out too (and thus sometimes end up in hot water when ill fortune strikes). Some develop almost uncanny levels of skill.
Alignment: Planewalkers can be of any alignment. However, due to the wandering nature of this bunch, many tend to lean towards the chaotic alignments.
Religion: Planewalkers approach religion on their own terms, in the same way they approach life. As such, each planewalker chooses in what he believes. However, many planewalkers pay respect to more than one deity. After all, any edge you can get, you should take.
Background: Planewalkers hail from every part of the Great Ring. Their reasoning and origins are as unique as their alignment and patron deity.
Races: Any race may be a planewalker. However, there are fewer lawful races counted amongst the ranks of the planewalker than there are of any other group.
Other Classes: Planewalkers trust everyone other than fellow planewalkers. Given the wide range of motives behind their career choice, this is a wise decision. Planewalkers are amenable towards everyone except monks and paladins. Both of these classes they view as too stiff and inflexible.
Factions: Planewalkers may join any faction. Few will be found in the Harmonium and then they would be missionaries bent on spreading the word of the glorious harmony they seek.
Game Rule Information
Planewalkers have the following game statistics.Abilities: Dexterity affects many planewalker skills and provides the lightly armored traveller extra protection. Intelligence and Wisdom are important for many of the planewalker's skills. A high Intelligence score also gives the planewalker extra skill points, which can be used to expand her repertoire.
Alignment: Any, usually chaotic.
Hit Die: d6.
Class Skills
The planewalker's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Cha), Intimidate (Cha), Jump (Str), Knowledge (varies) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Class Features
All of the following are class features of the planewalker.Weapon and Armor Proficiency: A planewalker's training focuses on weapons suitable for stealth and sneak attacks. Thus, all planewalkers are proficient with the club, crossbow, dagger (any type), dart, mace (both heavy and light), morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Planewalkers are proficient with light armor but not with shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.
Illicit Barter: Beginning at 1st level, the planewalker gains a +5 competence bonus on any Diplomacy checks made to buy or sell illicit or illegal goods.
Luck of the Gods: At 2nd level, the planewalker gains the bonus feat Luck of the Gods.
Skill Emphasis: At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th), the planewalker gains the bonus feat Skill Emphasis. This feat may be applied to any class skill. The planewalker may not select the same skill twice.
Sneak Attack: Starting at 5th level, if a planewalker can catch an opponent who is unable to defend himself effectively from the planewalker's attack, she can strike a vital spot for extra damage. Basically, any time the planewalker's target would be denied his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not), or when the planewalker flanks the target, the planewalker's attack deals extra damage. The extra damage is +2d5 at 5th level and an additional +2d6 at 14th level.
Ranged attacks only count as sneak attacks if the target is within 30 feet. The planewalker can't strike with deadly accuracy beyond that range.
A planewalker can only make sneak attacks against living targets with discernible anatomies. Additionally, any target that is immune to critical hits is also immune to sneak attacks. The planewalker must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The planewalker can't sneak attack while striking a target with concealment or striking the limbs of a target whose vitals are beyond reach.
Bonus Feat: At 10th level, the planewalker gains a bonus feat. The feat must be selected from Alertness, Dodge, Fame, Heroic Surge, Improved Initiative, Infamy, Low Profile, Weaon Finesse, Weapon Focus, or a faction feat.Starting Funds: 4d4 x10gp.
You did read the text before you posted this, right? I didn't create the class, I just changed the text to fit the Planescape setting.
Additionally, you missed these two things:
Alignment: Planewalkers can be of any alignment.
Factions: Planewalkers may join any faction. Few will be found in the Harmonium