colonialbob
24th November 2005, 05:05 PM
The Astropaths are a group of beings who become sensitive to time change, and attempt to preserve the timestream from any who would interfere. They often find themselves working in conjunction with the Auditors to track down time criminals. As a result, they have acquired some of the auditors' abilities and moral codes. To become an Astropath, one must have shifted planes, at which point the Astropaths learn of them for the first time. Then, if the candidate has the necessary talents, they will be recruited by an Astropath and trained. An Astropath may have only one apprentice at a time, and the apprentice must remain with the Mentor and obey his commands until they have taken the Oath (at 5th level). (Think of this like a Jedi and their Padawan)
Hit dice:
d6
Requirements:
BAB: +4
Feats: Alertness, Track
Skills: Listen 4 ranks, Know (planes) 2 ranks, Search 6 ranks, Sense Motive 4 ranks, Spot 6 ranks
Must be able to cast 3rd level spells
Special: Must have traveled to a different plane or different time, and must enter the service of another Astropath
Class Skills: Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All, taken separately) (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Lvl BAB Fort Ref Will Abilities
1 +0 +2 +0 +2 Sense Warp
2 +1 +2 +0 +2 Bonus Feat
3 +2 +3 +1 +3 Temporal Resistance
4 +3 +3 +1 +3 Bonus Feat
5 +3 +4 +1 +4 Oath Bound, Mentor
6 +4 +4 +2 +4 Bonus Feat
7 +5 +5 +2 +5 Dimensional Anchor, Improved Temporal Resistance
8 +6 +5 +2 +5 Bonus Feat
9 +6 +6 +3 +6 Planar Travel, Planar Banishment
10 +7 +7 +3 +7 Time Travel: Major
Class Features
4+(Int modifier) skill points
An Astropath has Sorcerer/Wizard progression.
Weapon and Armor Proficiency: Gains no new proficiencies
Abilities:
At every even level (up to 8th), the Astropath chooses a bonus feat from the following list: Combat Casting, Diehard, Investigator, Iron Will, Negotiator, Persuasive, Self-Sufficient, Spell Penetration (they do not need to meet the prerequisites)
Sense Warp: If an Astropath is within 60ft of any area which has been altered by Time or Reality based powers, they can detect it by successfully making a Spot check (DC15). The Astropath can also detect any creature not native to that Time, Plane or Reality successfully on a Spot Check (DC 25) even if disguised, only Non Detection will cause this ability to fail. (per the auditor ability)
Temporal Resistance: The Astropath has become resistant to Banishment, Ethereal Jaunt, Hold Person, Imprisonment, Slow and Plane Shift, and gains +2 to their saving throw to negate the effects. At 7th level, the Astropath gains an additional +2 to these saves, and is immune to Maze.
Oath Bound: The Astropath has now taken an Oath to protect and uphold the timestream and reality. They can now function on their own, without an Astropath mentor. If they ever break their Oath, they can never advance in this class again. In addition, the Astropath gains a +4 competence bonus to any Knowledge (planes) or Knowledge (timestream) check.
Mentor: The Astropath is now advanced enough to take an apprentice of his own. When he sense a suitable candidate (GM's discretion), he may attempt to recruit them to be an Astropath (Diplomacy check, DC ?, he may add his Astropath levels to the check). If successful, they become his apprentice. An Astropath may only have one apprentice at a time, and one may only be an apprentice to one Astropath.
At 7th level, the Astropath may use Dimensional Anchor ('http://www.d20srd.org/srd/spells/dimensionalAnchor.htm') 1+Wis modifier times per day as a spell-like ability.
Planar Travel: The Astropath may Plane Shift per the spell once per day, with the exception that he is never more that 5 miles of his intended target due to his knowledge of time and the planes. (roll 1d6-1 to find out how many miles off he is.)
Planar Banishment: The Astropath is able to banish the creature back to their original time and plane 3+cha modifier times per day as a spell-like ability. The DC for this banishment is 15+Cha modifier+Astropath levels. In addition, multiple Astropaths may use this ability together, in which case the DC is raised by 8 for each additional Astropath attempting to banish the target creature.
Time Travel (Major): The Astropath can travel up to (total character levels x 20) years into the past or future once per day. The power can be ended prematurely as a free action. When the Astropath is travelling they can take up to 1(+ Cha bonus) Large or smaller creatures with them, any creature taken against their will can make a will save (DC20 +Cha bonus) to stay put. Helpless or unconscious targets do not get a saving throw. (per the auditor ability)
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Well, there's my shot at the Astropaths. Not only is this my first PrC, I did it with only the SRD and Barrok's Auditor template. Be nice! :D If this one is well received, I'll do the Rogue Astropaths later.
colonialbob
Hit dice:
d6
Requirements:
BAB: +4
Feats: Alertness, Track
Skills: Listen 4 ranks, Know (planes) 2 ranks, Search 6 ranks, Sense Motive 4 ranks, Spot 6 ranks
Must be able to cast 3rd level spells
Special: Must have traveled to a different plane or different time, and must enter the service of another Astropath
Class Skills: Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All, taken separately) (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Lvl BAB Fort Ref Will Abilities
1 +0 +2 +0 +2 Sense Warp
2 +1 +2 +0 +2 Bonus Feat
3 +2 +3 +1 +3 Temporal Resistance
4 +3 +3 +1 +3 Bonus Feat
5 +3 +4 +1 +4 Oath Bound, Mentor
6 +4 +4 +2 +4 Bonus Feat
7 +5 +5 +2 +5 Dimensional Anchor, Improved Temporal Resistance
8 +6 +5 +2 +5 Bonus Feat
9 +6 +6 +3 +6 Planar Travel, Planar Banishment
10 +7 +7 +3 +7 Time Travel: Major
Class Features
4+(Int modifier) skill points
An Astropath has Sorcerer/Wizard progression.
Weapon and Armor Proficiency: Gains no new proficiencies
Abilities:
At every even level (up to 8th), the Astropath chooses a bonus feat from the following list: Combat Casting, Diehard, Investigator, Iron Will, Negotiator, Persuasive, Self-Sufficient, Spell Penetration (they do not need to meet the prerequisites)
Sense Warp: If an Astropath is within 60ft of any area which has been altered by Time or Reality based powers, they can detect it by successfully making a Spot check (DC15). The Astropath can also detect any creature not native to that Time, Plane or Reality successfully on a Spot Check (DC 25) even if disguised, only Non Detection will cause this ability to fail. (per the auditor ability)
Temporal Resistance: The Astropath has become resistant to Banishment, Ethereal Jaunt, Hold Person, Imprisonment, Slow and Plane Shift, and gains +2 to their saving throw to negate the effects. At 7th level, the Astropath gains an additional +2 to these saves, and is immune to Maze.
Oath Bound: The Astropath has now taken an Oath to protect and uphold the timestream and reality. They can now function on their own, without an Astropath mentor. If they ever break their Oath, they can never advance in this class again. In addition, the Astropath gains a +4 competence bonus to any Knowledge (planes) or Knowledge (timestream) check.
Mentor: The Astropath is now advanced enough to take an apprentice of his own. When he sense a suitable candidate (GM's discretion), he may attempt to recruit them to be an Astropath (Diplomacy check, DC ?, he may add his Astropath levels to the check). If successful, they become his apprentice. An Astropath may only have one apprentice at a time, and one may only be an apprentice to one Astropath.
At 7th level, the Astropath may use Dimensional Anchor ('http://www.d20srd.org/srd/spells/dimensionalAnchor.htm') 1+Wis modifier times per day as a spell-like ability.
Planar Travel: The Astropath may Plane Shift per the spell once per day, with the exception that he is never more that 5 miles of his intended target due to his knowledge of time and the planes. (roll 1d6-1 to find out how many miles off he is.)
Planar Banishment: The Astropath is able to banish the creature back to their original time and plane 3+cha modifier times per day as a spell-like ability. The DC for this banishment is 15+Cha modifier+Astropath levels. In addition, multiple Astropaths may use this ability together, in which case the DC is raised by 8 for each additional Astropath attempting to banish the target creature.
Time Travel (Major): The Astropath can travel up to (total character levels x 20) years into the past or future once per day. The power can be ended prematurely as a free action. When the Astropath is travelling they can take up to 1(+ Cha bonus) Large or smaller creatures with them, any creature taken against their will can make a will save (DC20 +Cha bonus) to stay put. Helpless or unconscious targets do not get a saving throw. (per the auditor ability)
-----------------------------------------------------------------------------------------------
Well, there's my shot at the Astropaths. Not only is this my first PrC, I did it with only the SRD and Barrok's Auditor template. Be nice! :D If this one is well received, I'll do the Rogue Astropaths later.
colonialbob