Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Planes Mage
Class Traits Role: Controller Power Source: Arcane Key Abilities: Intelligence, Dexterity and Charisma
Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee Implements: Staffs, Orbs Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana (INT). From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (DEX), Dungeoneering (WIS), History (INT), Nature (WIS), Perception (WIS), and Religion (INT).
Traveling through the planes is more of an art than a science, these mages make their homes in strange and difficult terrain. Planes Mage channel the arcane to change the winds of battle and position themselves in the most advantageous locations they can. They pull from their knowledge of the various planes to summon creatures, shift within their plane, and even travel through to other planes. Though they seem unusually unfocused due to the travels through the various planes, their tactics on the battlefield are unparalleled.
Usually trained in strict environments, such as mage towers, it takes a lifetime to master the skills and be able to force allies and opponents to do what you need them to on the battlefield. They move like the winds themselves, never staying in one place for very long. Whether you stay on the battlefield, or you shift around it endlessly, the world is a chess board and everyone is a pawn.
Planes Mage Class Features
Planes Mage Class Features
Implements Planes Mages employ staffs and orbs as a means of focusing their arcane energy. When you wield a magic staff or a magic orb, you can add its enhancement bonus to the attack rolls and the damage rolls of planes mage powers and planes mage paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Transporter
If you choose to concentrate on the art of teleportation, make Intelligence your primary score. Charisma will be your secondary, and Dexterity will be your tertiary score.
Suggested Feat: ??? Suggested Skills: History, Nature, Religion Suggested At-Will Powers: misdirected mark Suggested Encounter Power: leaf on the wind Suggested Daily Power: guardian of feywild
Deft Step // Planes Mage Feature With a step, you vanish from one place and appear in another. Encounter ✦ Arcane, Teleportation Move Action // Personal Effect: Teleport up to 5 squares.
Shifter
If you choose to concentrate on the art of war, make Intelligence your primary score. Dexterity will be your secondary, and Charisma will be your tertiary score.
Suggested Feat: ??? Suggested Skills: Acrobatics, Dungeoneering, Perception Suggested At-Will Powers: bond of retreat, sliding strike Suggested Encounter Power: cause fear Suggested Daily Power: shocking magnetism
Planar Speed // Planes Mage Feature You move in the blink of an eye, reaching your foes before they can draw their weapons. Encounter ✦ Arcane Free Action // Personal Trigger: You roll Initiative Effect: You move a number of squares equal to 3 + your Dexterity modifier. Special: You can use this power even if you're surprised.
Planes Mage Cantrips
Light // Planes Mage Cantrip With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane Minor // Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Prestidigitation // Planes Mage Cantrip You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will ✦ Arcane Standard Action // Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Level 1 At-Will
Bond of Retreat // Planes Mage Attack 1 With your attack, you utter a promise to flee your enemy and try to escape. At-Will ✦ Arcane, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier damage. If the target ends its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier as a free action. Level 21: 2d8 + Intelligence modifier damage.
Misdirected Mark // Planes Mage Attack 1 You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies. At-Will ✦ Arcane, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage. The target is marked by an ally within 5 squares of you until the end of your next turn. Level 21: 2d8 + Intelligence modifier damage.
Savage Rend // Planes Mage Attack 1 You rake your foe with your claws, setting it up for the kill. At-Will ✦ Arcane, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage, and you slide the target 1 square. Level 21: 2d8 + Intelligence modifier damage.
Sliding Strike // Planes Mage Attack 1 As you attack, you maneuver around your foe, forcing it away from you. At-Will ✦ Arcane, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. AC Hit: 1d8 + Intelligence modifier damage. You shift 1 square and slide the target 1 square away from you. Level 21: 2d8 + Intelligence modifier damage.
Level 1 Encounter
Cause Fear // Planes Mage Attack 1 Uncontrollable terror grips your enemy, causing him to instantly recoil. Encounter ✦ Arcane, Fear, Implement Standard Action // Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Fast Friends // Planes Mage Attack 1 You sing a tune of false friendship, leaving your foe in a reverie. Encounter ✦ Arcane, Charm, Implement Standard Action // Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.
Leaf on the Wind // Planes Mage Attack 1 Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground. Encounter ✦ Arcane, Implement Standard Action // Ranged 5 Target: One creature Attack: Intelligence vs. AC Hit: 2d8 + Intelligence modifier damage. You or an ally adjacent to the target swaps places with the target.
Ray of the Moon // Planes Mage Attack 1 A ray of cold moonlight shines down from above, momentarily disorienting your opponent. Encounter ✦ Arcane, Cold, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier cold damage, and the target cannot shift until the end of its next turn.
Level 1 Daily
Guardian of Feywild // Planes Mage Attack 1 You summon a guardian from another plane. A burst of energy erupts from it to sear foes that move next to it. Daily ✦ Conjuration, Arcane, Implement Standard Action // Ranged 5 Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any creature that ends its turn next to the conjured guardian is subject to an Intelligence vs. Fortitude attack. On a hit, the attack deals 1d8 + Intelligence modifier damage.
Moment of Glory // Planes Mage Attack 1 You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm. Daily ✦ Arcane, Fear, Implement Standard Action // Close blast 5 Target: Each enemy in blast Attack: Intelligence vs. Will Hit: You push the target 3 squares and knock it prone. Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn. Sustain Minor: The effect persists.
Shocking Magnetism // Planes Mage Attack 1 You become a conduit for lightning. The pulsating energy accumulates within your body, enabling you to shock those who come near. Daily ✦ Arcane, Implement, Lightning Standard Action // Ranged 10 Target: One or two creatures Attack: Intelligence vs. Reflex Hit: 3d6 + Charisma modifier lightning damage, and you push the target a number of squares equal to your Dexterity modifier. Effect: Until the end of the encounter, each creature that starts its turn adjacent to you takes lightning damage equal to your Dexterity modifier. You can dismiss the effect as a free action.
Sleep // Planes Mage Attack 1 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep Standard Action // Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Level 2 Utility
Beguiling Motions // Planes Mage Utility 2 You channel the grace of the outsiders for a time. Your body gains great power and dexterity. Encounter ✦ Arcane Minor Action // Personal Effect: You gain a +5 power bonus to your next Acrobatics, Climb, Ride or Survival check during this encounter.
Dimensional Stowaway // Planes Mage Utility 2 You establish a connection to an ally, bringing it with you when you teleport. Encounter ✦ Arcane, Teleportation Free Action // Melee 1 Trigger: You teleport or a creature teleports you Target: One ally adjacent to you before the teleport Effect: You teleport the target to a square adjacent to your destination.
Dimension Swap // Planes Mage Utility 2 You fold the space between you and an ally. Encounter ✦ Arcane, Teleportation Move Action // Close burst 5 Target: One ally in burst Effect: You teleport yourself and the target, swapping positions.
Ethereal Stride // Planes Mage Utility 2 You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time. Encounter ✦ Arcane, Teleportation Move Action // Personal Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
Transport Self // Planes Mage Utility 2 With a thought, you transport yourself to a position that better suits your desires. Encounter ✦ Arcane, Teleportation Move Action // Personal Effect: You teleport a number of squares equal 1+ your Intelligence modifier.
Level 3 Encounter
Command // Planes Mage Attack 3 You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground. Encounter ✦ Charm, Arcane, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.
Impelling Force // Planes Mage Attack 3 A bolt of force shoves your foe next to one of your allies. Encounter ✦ Arcane, Force, Implement Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies.
Otherwind Stride // Planes Mage Spell 3 You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away. Encounter ✦ Arcane, Implement, Teleportation Standard Action // Close burst 1 Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier damage, and the target is immobilized until the end of your next turn. Effect: You teleport 5 squares.
Sequestering Strike // Planes Mage Attack 3 Your attack slices into your foe and through the fabric of space, hurtling both you and that foe a short distance away. Encounter ✦ Arcane, Implement, Teleportation Standard Action // Ranged 5 Target: One creature Attack: Intelligence vs. AC Hit: 2d8 + Intelligence modifier damage, and you teleport the target 2 squares.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Level 5 Daily
Hallowed Advance // Planes Mage Attack 5 The power of your god draws an ally to your side, eager to share in victory. Daily ✦ Arcane, Teleportation, Weapon Standard Action // Ranged 5 Target: One creature Attack: Strength vs. AC Hit: 2d8 + Intelligence modifier damage. Miss: Half damage. Effect: One ally within 5 squares of you can teleport adjacent to the target and make a melee basic attack against it as a free action.
Walking Wounded // Planes Mage Attack 5 You topple your enemy with a crippling blow and force him to stumble around the battlefield. Daily ✦ Arcane, Implement Standard Action // Ranged 5 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligance modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Level 6 Utility
Aspect of Agility // Planes Mage Utility 6 You move with the speed of the west wind, leaving your foes with little chance of striking you. Encounter ✦ Arcane Move Action // Personal Effect: You shift 5 squares, and you gain a +2 bonus to AC and Reflex until the end of your next turn.
Dimension Door // Planes Mage Utility 6 You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby. Daily ✦ Arcane, Teleportation Move Action // Personal Effect: Teleport 10 squares. You can’t take other creatures with you.
Floating Lantern // Planes Mage Utility 6 A conjured beacon of arcane light shines like a lantern, piercing shadows and deception. At-Will ✦ Conjuration, Arcane Standard Action // Ranged 3 Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single floating lantern active at a time.
Force Screen // Planes Mage Utility 6 You project a thin layer of force around yourself to ward off a deadly attack. Encounter ✦ Arcane Immediate Interrupt // Personal Trigger: An enemy scores a critical hit against you Effect: The attack's damage Is reduced by 10 + your Intelligence modifier.
Weave through the Fray // Planes Mage Utility 6 You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. Encounter ✦ Arcane Immediate Interrupt // Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier.
Level 7 Encounter
Level 9 Daily
Dismissal // Planes Mage Attack 9 You utter a mighty shout and cast your enemy out of the world. Daily ✦ Arcane, Implement, Teleportation Standard Action // Ranged 10 Target: One creature Attack: Intimidate vs. Will Hit: The target disappears into an extraplanar prison (save ends). The target takes a - 2 penalty to saving throws against this effect, or a - 5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Aftereffect: The target is dazed until the e n d of its next turn. Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Level 10 Utility
Arcane Gate // Planes Mage Utility 10 You open a dimensional rift connecting two nearby locations. Daily ✦ Arcane, Teleportation Minor Action // Ranged 20 Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.
Astral Refuge // Planes Mage Utility 10 With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he can recuperate for a brief time before rejoining the battle. Daily ✦ Arcane, Healing, Teleportation Standard Action // Melee touch Target: One willing ally Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space.
Recall Ally // Planes Mage Utility 10 You summon a comrade to your side. Encounter ✦ Arcane, Teleportation Move Action // Ranged 20 Target: One ally Effect: You teleport the target to a square adjacent to you.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Level 22 Utility
Level 23 Encounter
Level 25 Daily
Level 27 Encounter
Level 29 Daily
Astral Exile // Planes Mage Attack 29 Your strike hurls your enemy deep into the Astral Sea. Daily ✦ Arcane, Implement, Teleportation Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. AC Hit: 4d8 + Intelligence modifier radiant damage, and the target disappears into the Astral Sea (save ends). When this effect ends, the target reappears in a space of your choice within 5 squares of its original space. Aftereffect: The target is dazed (save ends). Miss: Half damage, and the target is dazed (save ends).
Entropic Whirlwind // Planes Mage Attack 29 Chaos swirls around you, opening and sealing holes in the fabric of reality to move your foes and allies as you wish. Daily ✦ Arcane, Implement, Teleportation Standard Action // Close burst 5 Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 3d8 + Intelligence modifier damage, and you teleport the target a number of squares equal to your Dexterity modifier. The target again takes 3d8 + your Intelligence modifier damage whenever it teleports (save ends). Effect: Until the end of the encounter, when any creature ends its turn within 5 squares of you, you can teleport the creature to any space within 5 squares of you as an immediate reaction.
Hurl through Hell // Planes Mage Attack 29 You open a short-lived planar rift to the depths of the Nine Hells. It appears as a fiery crevice beneath your enemy’s feet, into which he falls screaming, and disappears. A few moments later, a flaming arch appears in the air over the spot where he was standing and disgorges a broken, mewling piece of charred meat. Daily ✦ Arcane, Fear, Fire, Implement, Teleportation Standard Action // Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 7d10 + Intelligence modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned. Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times. Miss: Half damage, and the target does not disappear.
Summon Angel of Victory // Planes Mage Attack 29 With a great shout, you call to the gods for aid against your foes. An angel of victory, a member of the angelic host that defeated the primordials, answers your call. Daily ✦ Arcane, Implement, Summoning Minor Action // Ranged 20 Effect: You summon a Medium angel of victory in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. You can give the angel the following special commands. Minor Action: Melee 1; targets one creature; Charisma vs. Will; 2d10 + Charisma modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn. Standard Action: Close burst 2; targets each enemy in burst; Charisma vs. Reflex; the angel pulls the target 1 square, and the target is slowed until the end of your next turn. Opportunity Attack: Melee 1; targets one creature; Charisma vs. Will; 2d10 + Charisma modifier damage.
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