Star Pilgrim (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


Star Pilgrim[edit]

I look at the night sky and I say to myself: "I need to go there. I need to reach for the stars and never come back."
—Kanaad Mbyter, human warlock, postulant star pilgrim

The first star pilgrims were star elves with an innate connection with the multiverse and a penchant for plane travel. They used their eldritch powers to visit distant planets and hop between planes. As a secondary feature they learnt to read stars and celestial signs to predict the possible outcome of their travels, to prevent dangers and lethal encounters. The original group is lost to the ages but their legacy lives on in a small band of travellers who studied their texts to learn or were taught by the original members or by their students. Their powers extend to short and long teleportation, astral projection, becoming incorporeal and plane-shifting and, in a minor way, an enhanced sensibility to divination magic. They usually bring with themselves a quarterstaff signifying their want of travel and the perils of those travels.

More warlock prestige classes here.

Becoming a Star Pilgrim[edit]

Full warlocks usually gain levels in this class, particularly those enamored with space and knowledge of the planes. This class can expand a bit the powers of a warlock, making it more mobile and flexible on the battlefield, but especially it develops travel and divination powers not meant for the usual warlock. Charisma is necessary for most of its class features and, as usual, Dexterity and Constitution are also important.

Entry Requirements
Skills: Concentration 4 ranks, Knowledge(arcana) 5 ranks, Knowledge(the planes) 9 ranks, Spellcraft 5 ranks.
Invocations: Invocation: Flee the scene.
Special: Will save: +7

Must know at least three languages from the elemental ones or Celestial, Abyssal or Infernal. The character must be an extraplanar creature either by type or subytipe, or have a planar heritage either by feat or race, or be taught by another star pilgrim.

Table: The Star Pilgrim

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invoking
Fort Ref Will
1st +0 +0 +2 +2 Improved flee the scene, Insubstantial body +1 level of existing invocation-using class
2nd +1 +0 +3 +3 Celestial soothsaying, Eldritch blast +1d6, Wormhole +1 level of existing invocation-using class
3rd +2 +1 +3 +3 New greater invocation: Interdimensional prison +1 level of existing invocation-using class
4th +3 +1 +4 +4 New greater invocation: Aether journey, Eldritch blast +1d6, Plane hopping +1 level of existing invocation-using class
5th +3 +1 +4 +4 Astral self, Cosmic mapping +1 level of existing invocation-using class
6th +4 +2 +5 +5 Eldritch blast +1d6, New dark invocation: Otherworldly calling +1 level of existing invocation-using class

Class Skills (2 + Int modifier per level)

Craft (Int), Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(geography) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Profession (Wis), Speak language, Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the star pilgrim.

Weapons and Armors proficiency: A star pilgrim gains no proficiency with weapons or armors.

Invocations: At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Eldritch blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th and 6th level.

A slower progression, as you don't rely so much on direct damage to confront issues.

Improved flee the scene (Sp): Now you can use flee the scene with a range of 30 ft.+30 ft./2 levels (10 m.+10 m./2 levels), giving a max range of 330 ft. (100 m.). If you use the invocation this way no major image appears. Used like this it counts as a 5th level spell.

The secrets to space folding for quick movement are now clear to you. You don't feel anymore the need to create an illusion of yourself to confuse opponents.

Insubstantial body (Su): You can turn incorporeal for a number of minutes equal to your class level (max 5) one time per day. The minutes need not to be consecutive. While incorporeal you gain a AC bonus equal to your Charisma modifier (minimum + 1).

The Ethereal Plane is the simplest and closer plane to reach so existing between it and the Material Plane is very easy, barely an inconvenience.

Celestial soothsaying (Sp): Your constant stargazing has opened your intuition to a larger scope. Your class level adds to warlock's level for the class feature detect magic. This ability and your divination invocations are at +1 caster level.

The stars are your map, the sky a chart to plan your journeys. This process is almost natural for you and makes premonitions and magic reading a trivial task.

Wormhole (Sp): A number of times equal to your Charisma modifier per day you can use teleport as a spell-like abillity. The caster level is equal to double your class level. At 5th level, spending two uses of wormhole, you can replicate the spell greater teleport as a spell-like ability, with the same conditions as teleport

Space travel on the Material Plane is completely clear to you and you find often unnecessary even taking a step. In a second you transport yourself in another place. Your geometric mind allows you to calculate distances in an istant to better understand your position and your destination in relation to one another.

New greater invocation: Interdimensional prison (Sp): Use the spell dimensional anchor as a invocation. It doesn't work as a ray but as an area effect, a square of 15ft.x15.ft. (5m.x5m.) if centered on you or on a point as distant as your eldritch blast range (in this case you must hit the target to use this power, dealing damage and trapping the target, regardless of its size) and lasts for 1 round per Charisma modifier. It prevents the same effects as dimensional anchor both from and in the area and being a force cage cannot be passed by with normal movement (It requires a Strength check or Escape artist check equal or superior to the invocation DC to break free). A successful Will save negates the effects for one time (must be repeated every time entering or exiting the area). The caster can enter and exit the area at will. It counts as a 7th level spell.

As a defensive measure star pilgrim learned to expel or entrap malicious being who resort to teleportation and plane hopping to ambush them. This cage of mystic energy wards off intruders or traps enemies, preventing movement of any kind.

New greater invocation: Aether journey (Sp): You can transition to the Ethereal Plane for 1 hour, after that you come back and must wait another hour to use it. It counts as a 7th level spell.

The training of the star pilgrim teaches it to vanish in thin air to reach the Ethereal Plane. The Ethereal Plane is like a second home to star pilgrims, many preferring it to the Material Plane.

Plane hopping (Sp): You can use the spell plane shift as a spell-like abillity at a caster level equal to your levels in warlock and star pilgrim, two times per day.

This power satisfies the star pilgrim's want for air of another plane, giving the means to travel more consistently and frequently to other planes.

Astral self (Sp): One time per day you can use astral projection as spell-like ability with a caster level equal to double your class level.

To leave one's own body and let the mind travel to distant places or simply in the colorful Astral Plane is the peak of the star pilgrim's power. Many spend their time on the Astral Plane, carefully mapping it.

Cosmic mapping (Su): You don't suffer any chance of arriving at the wrong destination when you use some kind of plane travel or teleport power, either by yourself or with a magic object you use. If you are subject to a similar effect you half the chances of error.

Your geometric mind allows you to calculate distances in an istant to better understand your position and your destination in relation to one another. As a cat falls always on its feets you arrive always where you want to go.

New dark invocation: Otherworldly calling (Sp): As the spell planar ally but you can call only one creature with the pseudonatural template for the day and it doesn't stay more than one day. The invocation requires 30 minutes to complete. You gain a bonus equal to your class level to skill checks when making the deal with the creature. It counts as 9th level spell.

If you use this invocation again when the previous creature is still present and not dismissed, it immediatly returns back to its plane, as you call the other. This does not free you by the pact you have made.

As you perservered in this path your powers increased to the point that you may call extraplanar beings to help you, either with constriction or due to past relationships you forged in your trips.

Ex-Star Pilgrims[edit]

There's no reason for a penalty for someone who abandons the star pilgrims, being there's no real formal organization or rules. If you want to fit them in some kind of association someone breaking the rules should not be allowed to progress in the class, but mantains all of its previous class features. If it redeems itself, in a suitable way for the organization, this penalty is lifted.

Campaign Information[edit]

Playing a Star Pilgrim[edit]

Combat: In combat a star pilgrim covers the same role of a normal warlock, with the added benefit of a higher mobility and some divination magic. The star pilgrim specifically, though, shines before the battle, in preparation of it.

Advancement: This class is best for full warlocks, as its level dependant. Ideally, you should choose invocations that enhance your mobility, out and in the battlefield, or other support invocations. As invocations go there is some appropriate homebrew material on this site such as: Lurker at the treshold, Force blast, Spectral blast, Dark transposition and Eldritch rift. For divinatory invocations check: Ravage the mind, Scry past, Cunning insight, Dark seer.

Resources: Star pilgrims are usually friendly with eachother and with other plane travellers, so you can expect some kind of help, either in the form of magic, knowledge or guidance. Some of them are jealous of their paths and secrets but these individuals are rare. If they are made in an organization, members should expect help in form of money or tools useful for travel, given they are enough reliable.

Star Pilgrims in the World[edit]

I'm going to the center of the multiverse. If I don't come back it means it's a fantastic place!
—Eloise the Lost, star elf star pilgrim

Star pilgrims are often hermit-like figures and wanderers, not very different from your run-of-the-mill adventurers. Usually they are seen in a better light than other warlocks, as they don't appear to dwell with evil or chaotic powers (but some do), so they are treated more often as wizards or sages. They usually establish amicable relationships with extraplanar being and people so they have more than one place to go when in need.

NPC Reactions: NPCs treat these characters as mages or outcast if they don't know who they are. If their identity is known usually NPCs look for their specific expertise in the field of plane journey to solve their own problems.

Star Pilgrim Lore[edit]

Characters with ranks in Knowledge(the planes) can research star pilgrims 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
11 There are warlocks who study the planes and travel between them, maybe to make pacts with far creatures.
16 These warlocks are wandering scholars, experts in the field of space travel and geography of the planes.
21 Star pilgrims are a very rare sight on the Material Plane but you may encounter them in parallel planes.
26 The original star pilgrims were star elves that developed powers through incessant study, direct experience and maybe some planar heritage or through cosmic patrons. Their knowledge was handed down to a small group of followers.

Star Pilgrims in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: