Cosmic Traveler (3.5e Class)

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Cosmic Traveler[edit]

Space moves and flows, with unending tides of time washing through it. Among it walks a traveler, who does not wish to control the power, but simply guide it. Observant and aloof, the Cosmic Traveller embarks on a journey without a destination.

Making a Cosmic Traveler[edit]

Abilities: Cosmic Travelers are capable melee combatants, making Strength appealing. A Cosmic Traveler's supernatural abilities are based off of her Charisma. A hearty Constitution helps with keeping her alive in battle, as she is fragile.

Races: Any. Humans and halflings tend to be most susceptible to wanderlust, but it can manifest in all but the most inflexible of creatures.

Alignment: Any neutral or any chaotic.

Starting Age: Complex.

Table: The Cosmic Traveler

Hit Die: d6

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

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Applied Astrology (Int), Appraise (Int), Balance (Dex), Climb (Str), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

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

Weapon and Armor Proficiency: The Traveler is only proficient with one exotic weapon of her choice, and no armor or shields.

Supernatural Abilities: Over the course of her advancement, the Traveler gains access to an array of Supernatural abilities. Abilities which mimic an existing spell use the spell's base save DC plus the Traveler's Charisma modifier.

Walk the Cosmos: The Cosmic Traveler is forever bound on a journey. If she ever gains property, or ceases to travel by settling down, she loses all access to their class abilities until she gives up her estate to hit the road again.

Corona (Su): At 1st level, while not wearing armor, the Traveler gains a Deflection bonus to AC equal to her Charisma modifier. Her skin gives off a faint glow, providing light as a candle would. As a result, she also takes a penalty on Hide checks equal to her 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).

Applied Astrology (Su): At 1st level, the Traveler gains access to the exclusive skill 'Applied Astrology', which can be substituted for any (arcana), (the planes), or (nature) check. Any ranks in any of them transfer to this one until the max rank, excess ranks are dismissed. She may not use an applied astrology check if she has already attempted an applicable (arcana), (the planes), or (nature) check; it is the summary of the combined knowledge understood from a unique perspective.

Ranks in applied astrology cannot be used to qualify for prestige classes which require Knowledge (arcana), Knowledge (the planes), or Knowledge (nature) as prerequisites; the Cosmic Traveler must meet these prerequisites as normal.

Strike (Ex): At 2nd level, the Traveler gains the feat weapon focus in her chosen exotic weapon.

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

Sneak (Su): At 2nd level, the Traveler can cast Silence of the Skillful Thief twice per day.

Cosmic Radiation (Sp): At 3rd level, the Traveler can cast Aid 3/day.

Chosen Exotic Weapon (Sp): At 3rd level, the Traveler chooses one exotic weapon with which she has proficiency. This does not need to be the weapon she chose as her free weapon proficiency. From this point on, this is referred to as her chosen exotic weapon. She enjoys a bonus to the damage inflicted and melee attack bonus of any weapon of its type she wields. This bonus is equal to her Charisma modifier.

Astral Strike (Sp): At 4th level, the Traveler possesses the Improved Critical feat that applies to their chosen exotic weapon. She also gains the stunning fist feat, regardless of whether she may qualify for it.

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

She may only channel one of her abilities through her weapon per Astral Strike.

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

Asteroid Rush (Sp): At 5th level, the Traveler can reach out into space with her mind to siphon kinetic energy, allowing her to make a ranged touch attack as a standard action. Targets struck by this attack suffer 1d4 plus the Traveler'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 Space (Sp): At 5th level, the Traveler can cast [creeping cold] a number of times equal to her 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 Traveler's Charisma modifier.

Celestial Body (Su): At 6th level, the Traveler no longer needs to eat nor drink. She becomes immune to natural and mundane poisons. Travelers always gain improved benefits from resting, as if a successful Heal skill check was made for long term care.

Eclipse (Sp): At 7th level, the Traveler is able to cast Darkness a number of times equal to their Charisma modifier. She 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 Traveler advances.

Cosmic Lightning (Sp): At 8th level, the Traveler 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 Traveler may also bring one to bear 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 Traveler's Charisma modifier.

Improved Astral Strike (Su): At 8th level, the Traveler can pull direct power from the cosmos to smite a non-chaotic enemy while performing her Astral Strike attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Cosmic Traveler level. If the Traveler 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 her limited uses of Astral Strike, an Improved Astral Strike can only be performed safely a number of times equal to the Traveler's Constitution modifier. Each time the Traveler invokes an Improved Astral Strike after reaching this limit, she suffers an amount of damage equal to her Cosmic Traveler level (whether her attack succeeds or not).

Space Is Relative (Su): At 9th level, when in light or no armor and encumbrance, the Traveler can use a move action to cast dimension door to walk the divide of space once per day. The Traveler arrives at the location with a light layer of cold frost on her shoulders and head; as if she has run through snowfall. She may use Space Is Relative additional times within the day, but she must expend a use of her Astral Strike ability each additional time she does so.

Gravity Well (Sp): At 10th level, the Traveler 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. If they succeed, their land speed is doubled until their movement ends (even if they move away from the well as part of their movement), but they must not make a turn of more than 45º/5 ft. during their movement.

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 Traveler's Charisma modifier, and can be used once per day.

Star Dust (Su): At 11th level, the Traveler gains spell resistance equal to their class level + 10 whenever she uses her Space is Relative ability. This benefit lasts for a number of rounds equal to her Charisma modifier.

Meteor Belt (Sp): At 12th level, the Traveler can carry her light load in a [hammerspace] behind her. As her control over spacial anchoring has increased, her Asteroid Rush ability now deals an additional 1d4 damage.

Greater Astral Strike (Su): At 12th level, the Traveler may store one weapon within a personal slipspace as a move action; a void space of nothing, which must be her chosen exotic weapon. She may now also draw her chosen exotic weapon as a free action from this space to perform an Astral Strike, which she may perform as an attack any point when she is entitled to one.

This ability allows her 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 Traveler may only benefit from Greater Astral Strike once per turn.

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

Solar Flare (Sp): At 14th level, the Traveler can cast searing light a number of times equal to Charisma modifier.

The Traveler may use her 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 her Charisma modifier.

Boundless (Su): At 15th level, the Traveler is able to shun the pull of gravity for 1 minute/level. While this ability is active, she enjoys a circumstance bonus to her jump checks equal to her class level, slow fall, and a fly speed of 60 ft. (perfect). Her carrying capacity is tripled for the duration, and the required strength check to lift heavy objects is reduced to 1/4 (rounded up). She may use this ability once per day.

Cosmic Storm (Sp): At 16th level, the call lightning cast by the Traveler's Cosmic Lightning ability increases in power to become call lightning storm. The ability otherwise functions the same.

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

Solar Burst (Sp): At 18th level, the Traveler can cast sunburst a number of times per day equal to her Charisma modifier.

The Traveler may use her Solar Burst ability as part of an Astral Strike. If she successfully delivers the Astral Strike, then her Solar Burst only affects the square that contains her target she suffers no harm if she is within the area of effect (such as if she is being grappled or fighting a swarm).

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

Heavenly Body (Su): At 20th level, the Traveler no longer needs to breathe and becomes completely immune to the effects of extreme heat or cold, allowing her to survive in space and similar hostile environments. She is now considered to be a native Outsider, no matter what location she inhabits at the time.


Ex-Cosmic Traveller[edit]

See Walk the Cosmos.


Cosmic Traveller Lore[edit]

Characters with ranks in Knowledge (the planes) can research cosmic traveller to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the planes)
DC Result
5 Cosmic Travelers, or Travelers for short, never stay in one place for too long.
10 They draw power from the cosmological oddities of this world.
15 It is said that they have a tendency to wield exotic weaponry.
20 The player learns information about a specific Traveler.



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