Cosmic Traveller

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This class is kinda wacky. It's a sort of monk esque character using space powers instead of eastern mysticism and kung fu movie tropes, but also has a he-man like weapon which they use to channel these cosmic powers. They get a lot of fun stuff and abilities that give you more utility than say a fighter or barbarian.

Role: DPS

Characteristics: A travelling warrior channeling space through their weapon

Source: Homebrew

Game Rule Information

The Cosmic Traveller has the following game statistics.

Abilities: Strength is necessary for your melee to hit and damage, Dexterity and Constitution are needed because of your frail d6 hit die.

Alignment: Any Nonlawful

Hit Die: d6

Starting Gold: 5d4

Class Skills

The Cosmic Traveller's class skills are Balance (Dex), Climb (Str), Decipher Script (Int), Escape Artist (Dex), Jump (Dex), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Swim (Str)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Cosmic Traveller.

Weapon and Armor Proficiency: A Cosmic Traveller is proficient with one exotic weapon, and no armor

Walk the Cosmos: The Cosmic Traveller is forever bound on a journey. If they ever gain property, or ceases to travel by settling down, they lose all access to their class abilities until they give up their estate to hit the road again.

Applied Astrology: A Cosmic Traveller may make a special Applied Astrology check with a bonus equal to their Cosmic Traveller level + their Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places. (If the Cosmic Traveller has 5 or more ranks in Knowledge (history), they gain a +2 bonus on this check.) A successful Applied Astrology check will not reveal the powers of a magic item but may give a hint as to its general function. A Cosmic Traveller may not take 10 or take 20 on this check; this sort of knowledge is essentially random. See Table 1-3 for examples for Applied Astrology

CoronaSu: At 1st level, while not wearing armor, the Traveller gains a Deflection bonus to AC equal to their Charisma modifier. Their skin gives off a faint glow, providing light as a candle would. As a result, they also take a penalty on Hide checks equal to their Charisma modifier unless heavily clothed.

These bonuses to AC apply even against touch attacks or when the Traveler is flat-footed but does not stack with other benefits which grant a Deflection bonus to AC (as normal).

StrikeEx: At 2nd level, the Traveller gains the feat Weapon Focus in their chosen exotic weapon.

ShiftSu: At 2nd level, when in light or no armor and encumbrance, the Traveller can displace themselves, choosing to instead move 10 ft. when making a 5 ft. step (effectively making a 10 ft. step).

Cosmic RadiationSp: At 3rd level, the Traveler can cast Aid 3/day.

Chosen Exotic WeaponSp: At 3rd level, the Traveller chooses one exotic weapon with which they have proficiency. This does not need to be the weapon they chose as thier free weapon proficiency. From this point on, this is referred to as their chosen exotic weapon. They enjoy a bonus to the damage inflicted and melee attack bonus of any weapon of its type they wield. This bonus is equal to their Charisma modifier.

Astral StrikeSp: At 4th level, the Traveller possesses the Improved Critical feat that applies to their chosen exotic weapon. They also gain the Stunning Fist feat, regardless of whether they may qualify for it.

The Traveller may channel many of their class spell-like abilities (including their Stunning Fist ability) through their exotic weapon to perform an Astral Strike. Doing so requires a standard action and uses up a charge of their Stunning Fist. They must declare their attempt to use the ability before making their attack roll (as normal).

They may only channel one of their abilities through their weapon per Astral Strike.

Abilities channeled through Astral Strike that require attack rolls also benefit from multiplied damage when their weapon confirms a critical hit.

Asteroid RushEx: At 5th level, the Traveller can reach out into space with their mind to siphon kinetic energy, allowing them to make a ranged touch attack as a standard action. Targets struck by this attack suffer 1d4 plus the Traveller's Charisma modifier in fire damage.

Asteroid Rush may be channeled with Astral Strike. Doing so negates the need to strike with a ranged touch attack, as it is invoked through the weapon.

Cold SpaceSp: At 5th level, the Traveller can cast creeping cold a number of times equal to their Charisma modifier.

Cold Space may be channeled with Astral Strike. On a successful hit the cold penetrates deeper, and the target suffers a penalty to its Fortitude save against the creeping cold equal to the Traveller's Charisma modifier.

Celestial BodySu: At 6th level, the Traveller no longer needs to eat nor drink. They become immune to natural and mundane poisons. Travellers always gain improved benefits from resting, as if a successful Heal skill check was made for long term care.

EclipseSp: At 7th level, the Traveller is able to cast Darkness a number of times equal to their Charisma modifier. They may only do so when it would also dispel a spell with the light effect.

At 10th level and again every three character levels after, Eclipse is heightened by one spell level. This allows it to combat more powerful light spells as the Traveller advances.

Astral SmiteSu: At 8th level, the Traveller can pull direct power from the cosmos to smite a non-chaotic enemy while performing their Astral Strike attack. She adds their Charisma bonus (if any) to their attack roll and deals 1 extra point of damage per Cosmic Traveller level. If the Traveller accidentally smites a creature that is chaotic, the smite has no effect, but the ability is still used up for that day.

In addition to their limited uses of Astral Strike, an Astral Smite can only be performed safely a number of times equal to the Traveller's Constitution modifier per day.

Cosmic LightningSp: At 8th level, the Traveller can use the Call Lightning spell a number of times equal to their Charisma modifier.

In addition to the normal methods of calling down strokes of lightning, the Traveller may also use the first bolt as part of an Astral Strike. On a successful hit the target is 'painted', and suffers a penalty to its Reflex save against the lightning stroke equal to the Traveller's Charisma modifier.

Space is RelativeSu: At 9th level, when in light or no armor and encumbrance, the Traveller can use a move action to cast dimension door to walk the divide of space once per day. The Traveller arrives at the location with a light layer of cold frost on their shoulders and head; as if they have run through snowfall. They may use Space Is Relative additional times within the day, but they must expend a use of their Astral Strike ability each additional time they do so.

Gravity WellSp: At 10th level, the Traveller can exponentially increase the gravity of a single square within 25 ft. + 5 ft/2 levels. The pull has a radius of 15 feet, and requires a DC 10 + 1/2 class level + Charisma bonus Fortitude save to prevent being sucked in when it is cast. Creatures with exceptional stability (such as quadrupeds or dwarves) have a +4 bonus to their saves. Creatures not of medium size anchor differently; they gain a +4 bonus to their saving throw for each size category they are larger, and suffer a -4 penalty for each size category smaller. This save repeats each round that a creature remains within the radius.

Anyone occupying the square takes 1d4 + Charisma modifier points of crushing damage and can only take standard actions. Creatures who move towards the gravity well must succeed a Reflex save equal to the Fortitude save to keep their footing.

The gravity within the square contorts the space so much that it can fit any number of loose objects and creatures. When the effect ends, everything within the square is thrown to a random location within the Gravity Well's area of effect. The Gravity Well lasts a number of rounds equal to the Traveller's Charisma modifier, and can be used once per day.

Star DustSu: At 11th level, the Traveller gains spell resistance equal to their class level + 10 whenever they use their Space is Relative ability. This benefit lasts for a number of rounds equal to their Charisma modifier.

Meteor BeltSp: At 12th level, the Traveller can carry their light load in a hammerspace behind them. As their control over spacial anchoring has increased, their Asteroid Rush ability now deals an additional 1d4 damage.

Greater Astral StrikeSu: At 12th level, the Traveller may store one weapon within a personal slipspace as a move action; a void space of nothing, which must be their chosen exotic weapon. They may now also draw their chosen exotic weapon as a free action from this space to perform an Astral Strike, which they may perform as an attack any point when they are entitled to one.

This ability allows them to perform her Astral Strike when it would normally be restricted, such as when attacks of opportunity are provoked, and even as the first attack in a full attack action. The Traveller may only benefit from Greater Astral Strike once per turn.

Astral BodySu: At 13th level, the Traveller no longer needs to sleep and becomes immune to all diseases, supernatural or otherwise. The Traveller only needs to meditate to be fully-rested, and is aware of their surroundings during this time.

Solar FlareSp: At 14th level, the Traveller can cast searing light a number of times equal to Charisma modifier.

The Traveller may use their Solar Flare ability as part of an Astral Strike. In addition to the standard effects, the target must make a DC10 + 1/2 class level + Charisma modifier Reflex save or be blinded for a number of rounds equal to their Charisma modifier.

BoundlessSu: At 15th level, the Traveller is able to shun the pull of gravity for 1 minute/level. While this ability is active, they enjoy a circumstance bonus to their jump checks equal to their class level, slow fall, and a fly speed of 60 ft. (perfect). Their carrying capacity is tripled for the duration, and the required strength check to lift heavy objects is reduced to 1/4 (rounded up). They may use this ability once per day.

Cosmic StormSp: At 16th level, the Call Lightning cast by the Traveller's Cosmic Lightning ability increases in power to become Call Lightning Storm. The ability otherwise functions the same.

Timeless BodySu: At 17th level, the Traveller no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they may have already taken, however, remain in place. Age bonuses still accrue, and the traveler still dies of old age when their time is up.

Solar BurstSp: At 18th level, the Traveller can cast sunburst a number of times per day equal to their Charisma modifier.

The Traveller may use their Solar Burst ability as part of an Astral Strike. If they successfully deliver the Astral Strike, then their Solar Burst only affects the square that contains their target. They suffer no harm if they are within the area of effect (such as if they are being grappled or fighting a swarm).

WormholeSp: This can only be used when Gravity Well is active. At 19th level, the Traveller can leap into the center of the gravity well and come out anywhere of their choosing as the spell Teleport, without a maximum load or a maximum distance. If any creature enters the Gravity Well after the Traveller uses their Wormhole ability (whether forcefully or otherwise), they are teleported to the location along with them without a save.

Heavenly BodySu: At 20th level, the Traveller no longer needs to breathe and becomes completely immune to the effects of extreme heat or cold, allowing them to survive in space and similar hostile environments. They are now considered to be a native Outsider, no matter what location they inhabit at the time.

Table 1-1: Cosmic Traveller Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Astral Strike

per Day

1st +0 +0 +2 +2 Walk the Cosmos, Corona, Applied Astrology 0
2nd +1 +0 +3 +3 Strike, Shift 0
3rd +2 +1 +3 +3 Cosmic Radiation, Chosen Exotic Weapon 0
4th +3 +1 +4 +4 Astral Strike 1
5th +3 +1 +4 +4 Asteroid Rush, Cold Space 1
6th +4 +2 +5 +5 Celestial Body 1
7th +5 +2 +5 +5 Eclipse 1
8th +6/+1 +2 +6 +6 Astral Smite, Cosmic Lightning 2
9th +6/+1 +3 +6 +6 Space is Relative 2
10th +7/+2 +3 +7 +7 Gravity Well 2
11th +8/+3 +3 +7 +7 Star Dust 2
12th +9/+4 +4 +8 +8 Greater Astral Strike, Meteor Belt 3
13th +9/+4 +4 +8 +8 Astral Body 3
14th +10/+5 +4 +9 +9 Solar Flare 3
15th +11/+6/+1 +5 +9 +9 Boundless 3
16th +12/+7/+2 +5 +10 +10 Cosmic Storm 4
17th +12/+7/+2 +5 +10 +10 Timeless Body 4
18th +13/+8/+3 +6 +11 +11 Solar Burst 4
19th +14/+9/+4 +6 +11 +11 Wormhole 4
20th +15/+10/+5 +6 +12 +12 Heavenly Body 5