Horizon Master [Archive] - Wizards Community

Post/Author/DateTimePost
Jaxgaret

01-27-08, 09:37 PM
Horizon Master

http://img86.imageshack.us/img86/425/71060massiveblackholesmgw1.jpg

"I've been everywhere... and back again."

Horizon Walkers first manage survival in different regions of their world, then travel to other planes of existence to learn their secrets. The Horizon Master seeks to test their mettle against the fabric of the universe itself.

Requirements
To qualify to become a Horizon Master, a character must fulfill all the following criteria.

Class Ability:
Planar terrain mastery of at least 5 planes.

Skills:
15 ranks in Knowledge (the planes)

Class Skills
All.

Skill Points at Each Level
4 + Int Modifier

Hit Dice: d8

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Multiversal Mastery
2. +1 +0 +0 +3 Multiversal Mastery
3. +2 +1 +1 +3 Multiversal Mastery
4. +3 +1 +1 +4 Multiversal Mastery
5. +3 +1 +1 +4 Multiversal Mastery

Class Features
All of the following are features of the horizon master prestige class.

Weapon and Armor Proficiency: Horizon walkers gain no proficiency with any weapon or armor.

Multiversal Mastery
At each level, the Horizon Master adds a new multiversal environment to their repertoire from those given below.

Horizon masters take their multiversal mastery with them wherever they go.

Multiversal Mastery Benefits

Material Plane
You gain a bonus feat.

Inner Planes
You gain Immunity to Energy (all energy types + positive and negative). You can lower or raise this Immunity as a Swift action.

Outer Planes
You gain Summon Monster I through IX as (Ex) abilities with a CL equal to your HD, each usable 1/day.

Transitive Planes
You gain Expeditious Retreat, Levitate, Fly, Dimension Door, Teleport, Plane Shift, Ethereal Jaunt, Shadow Walk, Greater Teleport, and Astral Projection as (Ex) abilities with a CL equal to your HD, each usable 1/day.

Far Realm
You gain Alter Self, Gaseous Form, Polymorph, Antimagic Field, Reverse Gravity, Baleful Polymorph, Polymorph Any Object and Shapechange as (Ex) abilities with a CL equal to your HD, each usable 1/day.

Demiplanes/Other
Additional multiversal masteries can be created.


Thanks to Divisionbyzer0 for inadvertently giving me the idea for this class in this thread (http://forums.gleemax.com/showthread.php?t=982427).

Let me know what you think! :)
Watsyurname529

01-27-08, 09:53 PM
Are you trying to make one of the most broken PrC's ever? I'm not sure what exactly the Prereqs are but every power you've listed is extremely broken. Not to mention that it gets all skills as class skills.

Shapechange at will? Yes please. I can now go become Pun-Pun.

You'll have to do some major re-writes of all the class abilities before this can be played.
Jaxgaret

01-27-08, 10:59 PM
Are you trying to make one of the most broken PrC's ever?

Not at all.

I'm not sure what exactly the Prereqs are

Make yourself a little more familiar with the Horizon Walker (http://www.d20srd.org/srd/prestigeClasses/horizonWalker.htm), and you'll understand.

but every power you've listed is extremely broken.

Powerful, yes. Broken? Probably not.

Not to mention that it gets all skills as class skills.

And only 4+Int sp/level to spend on them. It fits the flavor of the class as a multiversal traveler.

Shapechange at will? Yes please. I can now go become Pun-Pun.

One does not need Shapechange at will at 16th level to become Pun-Pun, one can do it far sooner than that.

You'll have to do some major re-writes of all the class abilities before this can be played.

IMO this class is close to being balanced, perhaps it is a bit too strong, but probably not. A Wizard20 is much more powerful than a Ranger5/HorizonWalker10/HorizonMaster5.

I'm looking for constructive criticism from knowledgeable posters here, not kneejerk reactions.
Divisionbyzer0

01-28-08, 12:11 AM
Cool concept. Glad to have been an inspiration :tiphat:

Given that I have played no more than 7 sessions of 3.5 and have yet to level up yet, I can not comment on the power level of this class :D

The inner planes are the elemental planes? I think you should make the ability so that he can survive and move at ease under typical conditions in those planes without the use of items or spells. Immunity to all elemental damage seems a bit much.
JaronK

01-28-08, 12:38 AM
Shapechange at will is just stupidly powerful. Congratulations, your class can turn into a full powered Cleric 20 (Solar) or Wizard 20 (Black Ethergaunt).

Also... Summon Monster IX at will? Holy gods, that's basically spellcasting all day if you pick the right things to summon, not to mention it's a raging horde of allies.

Just... no.

JaronK
SkipSandwich

01-28-08, 12:39 AM
wait, he becomes immune to positive energy? Does that mean he can no longer be magicly healed?
Divisionbyzer0

01-28-08, 07:28 AM
I'd say it means that he can travel on the positive energy plane under its typical conditions without suffering ill effects that the plane would cause for others from the material plane.

I didn't make the class of course, but I'd suggest similar for all the inner planes.

For water plane grant water breathing and freedom of movement, fire plane grant damage reduction 30 (since the usual conditions of being on the plane of fire deal 3d10), for negative grant death ward, etc.
Axiomatic_vampire

01-28-08, 08:02 AM
IMO this class is close to being balanced, perhaps it is a bit too strong, but probably not. A Wizard20 is much more powerful than a Ranger5/HorizonWalker10/HorizonMaster5.

I'm looking for constructive criticism from knowledgeable posters here, not kneejerk reactions.

Two bonus feats is kinda strong, from there on down it gets downright scary.
Maat_Mons

01-28-08, 09:52 AM
This class can be taken as early as 16th level. At that point, it grants you access to one of three very good 9th level spells at will. Wizards don’t even get one 9th level spell until 17th level. You really shouldn’t grant at-will access to a spell until such a level as a wizard (or similar) could bring it to bear in at least four fights a day. Depending on the circumstances, that may still be too early.

I think the main problem here is that horizon walker is a horribly designed class. There is nothing in the class to justify taking ten levels. Creating a ridiculously overpowered class that requires ten levels in a ridiculously underpowered class does not even out to a single well-designed progression.
AKA_Bait

01-28-08, 03:21 PM
Ok, the problems I see:

As mentioned, Shapechange and Summon Monster IX at will are both way too powerful. Even if, at high levels, shapechange lasts for 3 hours, casting it enough so that it lasts all day is going to eat up every single ninth level slot avalible to a high level caster. Keeping an army of Vroks, Lillends etc around all day is also a bit much. Are these abilities going to be more powerful than a wizard/prc of equivalent level? Maybe, maybe not. Howerver, comparing a PrC to one of the most powerful/broken classes in the game to show that it is 'balanced' shows just the opposite.

All of these abilities are (EX) which means they work in an AMF. Access to some of these spells as 'at will' spells is problematic enough as it is, let alone allowing them to work in an AMF, where even a Wizard's won't.

As Maat_Mons pointed out, the fact that Horizon Walker sucks does not mean that tacking on a additional five levels of cheese makes it balanced. The better soloution would be to fix the horizon walker.
Divisionbyzer0

01-28-08, 05:23 PM
edit: double post
Jaxgaret

01-28-08, 05:28 PM
Shapechange at will is just stupidly powerful. Congratulations, your class can turn into a full powered Cleric 20 (Solar) or Wizard 20 (Black Ethergaunt).

Also... Summon Monster IX at will? Holy gods, that's basically spellcasting all day if you pick the right things to summon, not to mention it's a raging horde of allies.

Just... no.

JaronK

I was thinking about it today at work, and it's true, it is overpowered as written. I will have to fix it.

wait, he becomes immune to positive energy? Does that mean he can no longer be magicly healed?

Yep.

This class can be taken as early as 16th level. At that point, it grants you access to one of three very good 9th level spells at will. Wizards don’t even get one 9th level spell until 17th level. You really shouldn’t grant at-will access to a spell until such a level as a wizard (or similar) could bring it to bear in at least four fights a day. Depending on the circumstances, that may still be too early.

I think the main problem here is that horizon walker is a horribly designed class. There is nothing in the class to justify taking ten levels. Creating a ridiculously overpowered class that requires ten levels in a ridiculously underpowered class does not even out to a single well-designed progression.

I agree that the Horizon Walker is a very poorly designed class. I have mentioned before that the Horizon Walker entry does include a section about Planar Terrain Mastery (Other), which allows the DM and player to work together to create appropriately strong powers for the character to have to be balanced.

But the Horizon Master was really just a class written off the top of my head; I thought that it was a cool concept and decided to create it. I'll see if I can make it a bit more viable.
Divisionbyzer0

01-28-08, 05:33 PM
+1 to hit and damage against a crapload of creatures is kind of nice but it's also kind of boring. The desert terrain is great for barbarians but aside from that, while the concept of the horizon walker is nice, I agree that in practice it does look kind of lackluster compared to some of the other PrCs. Horizon walker would maybe be better if every 2 levels it increased your ranger abilities as if you had gained a level in ranger or some such. Or what the hell every level. Gestalt with ranger still wouldn't be that powerful.
Jaxgaret

01-28-08, 05:37 PM
Okay, I downpowered the class by quite a bit. What do you all think of the changes?
AKA_Bait

01-28-08, 05:41 PM
But the Horizon Master was really just a class written off the top of my head; I thought that it was a cool concept and decided to create it. I'll see if I can make it a bit more viable.

With some adjustments it should be viable. I'd suggest just coming up with some alternate planar mastery options instead of adding another 5 level PrC on top of Horizon Walker though. 15 levels of walking?
JaronK

01-28-08, 05:41 PM
Well, now you've got a few powerful abilities, but they're used so little that most folks would rather just have them as spells. Plus, you've still got the issue that someone has to go through 10 levels of Horizon Walker to get here... and of course Immunity to Energy would make someone impossible to heal, which is wacky. So yeah, now it's too weak, but I'm not sure I can think of any way to make it actually balanced.

JaronK
Jaxgaret

01-28-08, 05:50 PM
With some adjustments it should be viable. I'd suggest just coming up with some alternate planar mastery options instead of adding another 5 level PrC on top of Horizon Walker though. 15 levels of walking?

Well, the concept is that the Horizon Walker has gone beyond merely walking... they are now mastering the intricacies of what underlies the fabric of the multiverse.

Well, now you've got a few powerful abilities, but they're used so little that most folks would rather just have them as spells. Plus, you've still got the issue that someone has to go through 10 levels of Horizon Walker to get here... and of course Immunity to Energy would make someone impossible to heal, which is wacky. So yeah, now it's too weak, but I'm not sure I can think of any way to make it actually balanced.

That's what I've got to work with here, without changing the Horizon Walker itself. But this class goes beyond the Horizon Walker. Perhaps I need to do a simultaneous rewrite of both classes, and make it a 15 level PrC.. but then I lose the concept of traversing the gap between being a wanderer and a master.
Divisionbyzer0

01-28-08, 05:51 PM
Yeah, I'm not sure anyone would take 10 level in Horizon Walker now that AkA and Maat have pointed out it's actually a fairly weak class. If the walker were better then this would be perhaps more viable a choice.
Maat_Mons

01-28-08, 06:31 PM
Perhaps I need to do a simultaneous rewrite of both classes, and make it a 15 level PrC.. but then I lose the concept of traversing the gap between being a wanderer and a master.

Rewriting horizon walker is the rout I would take. At the least I think you should write up a list of additional terrain masteries for the horizon walker. This class is essentially shackled to the horizon walker. As long as the horizon walker sucks, it casts a shadow over this class.

For inner planes, I recommend allowing the energy resistance to be lowered, as spell resistance may be lowered, and perhaps one type at a time. The lower level spells granted by the other masteries could probably have more uses per day.
Divisionbyzer0

01-28-08, 09:50 PM
How would this be towards making the horizon walker better:

At first level and every odd level thereafter gain a bonus feat selected from the following list even if you don't have the prerequisites for the feat: acrobatic, alertness, animal affinity, athletic, blind fight, combat expertise, dash, deflect arrows, diehard, dodge, eyes in the back of your head, faster healing, great fortitude, improved combat expertise, improved intiative, improved toughness,iron will, lightening reflexes, persuassive, run, self-sufficient, track, skill focus, stealthy, toughness. Basically stuff which would improved his survivability and adaptability.
Divisionbyzer0

01-29-08, 12:33 AM
For further remedying the h. walker: the insight bonus should carry over to skill checks, armor class, saves, etc Vs creatures of mastered environments.

Otherwise you might as well just add an additional +1 enchantment to your sword and your bow -- this would be better than an insight bonus since it works on all creatures independent of their home environment!

We can basically see the horizon master as getting a severely restricted skill focus per level and part of a weapon enchantment per level -- it's truly a lackluster class even though its an interesting concept.

Merely taking ranger levels nets you 6 skill points a level compared to 4 so you have half of the improved skill focuses that the walker gets right there, with freedom to allocate to any skill you want (ranger and walker basically gets you the same skills anyhow) plus your ranger powers won't suffer.

There is little justification to take this class instead of just taking more ranger levels (or just multiclassing to a ranger if ya aint one already) and buying or finding better magical weapons.

I'd only take a level in it to get desert mastery if I was playing a Barbarian.