Difference between revisions of "Wanderer"

From Trinity Wiki
Jump to: navigation, search
(Powers of the Wanderer)
(Powers of the Wanderer)
Line 61: Line 61:
 
The Wanderer can use this ability to change the Force alignment of an ability invoked by an item.
 
The Wanderer can use this ability to change the Force alignment of an ability invoked by an item.
  
'''Smite Trinity (Wa):''' Once per day, as a swift action, the Wanderer chooses one target within sight to smite. If this target has an inherent Force alignment due to race, class, or template, the Wanderer adds his Charisma bonus to his attack rolls and adds his class level to all damage rolls made against the target of her smite.
+
'''Smite Trinity (Wa):''' Once per day, as a swift action, the Wanderer chooses one target within sight to smite. If this target has an inherent Force alignment due to race, class, or template, the Wanderer adds his Charisma bonus to his attack rolls and adds his character level to all damage rolls made against the target of her smite.
  
 
This ability is only effective against characters with class levels in a class with a force-alignment, or with inherent force resistance due to their race.
 
This ability is only effective against characters with class levels in a class with a force-alignment, or with inherent force resistance due to their race.

Revision as of 13:47, 30 December 2012

As an advisory, if you are a player in the world of Trinity, I do not advise that you read this page. If you do, keep in mind that you should be keeping player knowledge and character knowledge seperate.

Wanderer

The term "wanderer" is often used throughout Trinity, to describe those who wander from place to place. However, if said with emphasis - that is, a Wanderer - it takes on a whole new meaning. To speak of Wanderers is to speak of those who can slay the gods, shrug off of the power of the nine forces as though they were nothing, and travel the multiverse with little to no effort.

Those who know of the Wanderers know that, if they put forth any amount of effort at all, a single Wanderer could easily lay waste to an entire force in a matter of hours, such is their power. With resistance to all forces, the ability to become temporarily immune to even the powers of deities, and with weapons that can slay beings faster than most magic, even a single Wanderer is a force to be reckoned with.

Fortunately for the world of Trinity, such destruction is not their intent. Whatever their purpose is, it is largely unknown. Who can fathom the goals of beings who have more power in one hand than all of the deities put together? So long as they pose no threat to the continued existence of the world, those who know of them gladly let them be.

History of the Wanderers

It is unknown how the Wanderers began. It is known that the first came into his power gradually, through ages upon ages of study. It was not until the Ronkan Empire had achieved the height of its power that a Wanderer rose.

Since, the Wanderers have been mostly unseen in Trinity's history. The most notable are Tarian, who slew Kotrit Wayveri in human form, and X, who slew Kotrit as a dracolich; Kotrit at that time was also a Wanderer, though how he had achieved that status is unknown.

Becoming a Wanderer

Though the first few Wanderers had to "figure things out," as it were, now they strictly control who becomes a Wanderer. Each weapon that a Wanderer wields gives him access to a demiplane of his own devising, which tends to be filled with tests and puzzles. As a would-be Wanderer advances through these tests, he slowly gains understanding of the nine forces and how to use them in tandem, their strengths and their weaknesses. Eventually, the would-be Wanderer ascends to the status of Wanderer, and he must then face a Wanderer in one-on-one combat.

Attempting to become a Wanderer is not without its dangers, however. If the would-be Wanderer dies while attempting a test, his death is real and permanent: not even epic Force effects can raise such a character. If the would-be Wanderer fails a test, he is forever barred from attempting to take up the mantle of Wanderer.

The Wanderer's Symbol

Every Wanderer known has a symbol, usually a weapon, which is the focus of their power. While still powerful even without their weapons, it is only when a Wanderer holds a Wandering weapon that he comes into his own.

When a would-be Wanderer ascends, he chooses his symbol, and must spend time crafting it and focusing his energy into it, which turns it into a Wandering weapon. A Wanderer can only ever have a single weapon that is a Wandering weapon; should he choose to use another weapon as his symbol, he must first cleanse his original symbol, then imbue his power into the new one.

Regardless, a Wanderer's symbol is typically an epic item, usually a +10 weapon of his choosing. Any given Wanderer's symbol is treated as an artifact.

Powers of the Wanderer

Wanderer Ability Progression
Symbol Ability
+1 Triune Power (One)
+2 Triune Power (Two)
+3 Triune Power (Three)
+4 Smite Trinity
+5 Forsake the Nine
+6 Realize the Last
+7 Nine as One
+8 Disjunct the Nine, Fracture Force
+9 Fathom the Last, Wandering Power
+10 Invoke the Last, Wander
...and beyond... Wanderlust

As a would-be Wanderer finishes his trials, he attains several abilities. When he has finished all of the trials, he fully ascends and becomes a Wanderer, both in name and title; such a character gains the following abilities.

Triune Power (Wa): The Wanderer may call upon the power of a single Trinity, uniting the forces within that Trinity and wielding them as one. When the wielder uses an ability of a Force within the chosen Trinity, the wielder may choose to use that ability as another Force instead (for instance, using a psionic power could be an arcane spell, or using a blue talent could be a chaotic effect).

The Wanderer can use this ability to change the Force alignment of an ability invoked by an item.

Smite Trinity (Wa): Once per day, as a swift action, the Wanderer chooses one target within sight to smite. If this target has an inherent Force alignment due to race, class, or template, the Wanderer adds his Charisma bonus to his attack rolls and adds his character level to all damage rolls made against the target of her smite.

This ability is only effective against characters with class levels in a class with a force-alignment, or with inherent force resistance due to their race.

The smite trinity effect remains until the target of the smite is dead or the next time the Wanderer rests and regains her uses of this ability.

The Wanderer may expend one Wandering token to recharge this ability, as a free action.

Nine As One (Wa): The Wanderer focuses the power of the nine Forces into a single point, becoming temporarily immune to all effects and impervious to the Trinities.

For a total number of rounds equal to the enhancement bonus of his symbol per day, the Wanderer becomes immune to effects from each Force, except the Wandering Force. Treat this effect as a globe of invulnerability that affects any type of effect, and level of the effect is irrelevant. Even epic Force effects and divine salient abilities can be stopped with this ability. This ability can be used as an immediate action.

This ability need not be used continuously.

The Wanderer may expend two Wandering Tokens to recharge this ability, as a free action (see Invoke the Nine, below). Doing so completely refreshes the Wanderer's rounds per day this ability can be used.

Realize the Last (Wa): While in the Wanderer's hands, his symbol functions as a Wandering weapon.

A Wandering weapon also counts as any Force for purposes of overcoming DR.

Forsake the Nine (Wa): The Wanderer gains SR, TR, PR, VI, DI, NI, UO, IO, and CO equal to his class level. These resistances can be willingly suppressed; doing so requires no effort and can be performed as an immediate action without consuming that action. Restoring them requires no effort and requires a similar action.

Whenever these resistances negate a Force effect, the Wanderer gains a Wandering Token; a Wanderer cannot have more than his maximum number of tokens at any time.

Alternatively, if the Wanderer has Wandering Tokens, when his resistance successfully negates a Force effect, he may opt to expend some number of Wandering Tokens; if he does so, he does not gain a Wandering Token, and instead the effect is reflected back at its origin. If he does so, he does not gain a Wandering Token for resisting the effect.

The Wanderer can reflect force abilities of 0th to 5th level for no tokens; 6th to 8th for one; 9th for two; 10th or higher for four; or an epic effect, or similar abilities that are beyond the traditional scale of power (salient abilities for the Divine, for instance), for nine tokens.

Disjunct the Nine (Wa): Once per day per point of Charisma modifier, the Wanderer can reduce a single target's resistance to a single force by his class level. This effect lasts for 1 round/+1 of the Wanderer's symbol, and does not stack with itself.

The Wanderer may expend three Wandering Tokens to recharge one use of this ability, as a free action.

Fracture Force (Wa): Once per day per point of Charisma modifier, the Wanderer can destroy a Force item with a touch; this is a melee touch attack, and the item is not allowed a save.

The Wanderer can use this ability to destroy Force-aligned artifacts. Doing so requires five uses of this ability, and the item is allowed a Will save against a DC of 10 + one-half the Wanderer's class level + the plus of the Wanderer's symbol + his Charisma modifier. Destroying an artifact in this manner may have unforeseen consequences.

The Wanderer may expend three Wandering Tokens to recharge one use of this ability, as a free action (see Invoke the Nine, below).

Fathom the Last (Wa): While wielding his symbol, the Wanderer enjoys the benefits of a detect forces effect, which functions as other detect Force effects, but allows him to see the effects and wielders of all nine Forces.

In addition, the Wanderer can also sense the presence of other Wanderers with this ability. This detection is automatic, but only allows him to note the presence of nearby Wanderers; he cannot pinpoint their location.

Wandering Power (Wa): While wielding his symbol, the Wanderer gains a pool of Wandering Tokens, with which he can restore some of his abilities with limited uses.

The Wanderer gains a number of Wandering Tokens equal to his character level.

Wandering Tokens refresh after a night's rest.

Invoke the Last (Wa): While wielding his symbol, all of the Wanderer's abilities count as Wandering abilities, rather than whatever they would normally be treated as. This affects all of his extraordinary, supernatural, and spell-like abilities. Force effects that he produces, such as casting spells, are unaffected (though he can modify them with Triune Power).

Unlike Triune Power, this does not allow the Wanderer to change the Force used by an item; only his own inherent abilities are affected.

Wander (Wa): The Wanderer begins to understand the nature of the Wandering.

The Wanderer is now immortal and ceases to age. He is immune to effects that cause aging, no matter their source.

The Wanderer no longer requires an environment to function; he can function in a vacuum with no penalties. He does not need to eat, drink, sleep, or breathe.

The Wanderer no longer has a Force alignment. Any resistances he had due to a class with a force-alignment (or a race with a force-alignment) are permanently lost.

The Wanderer becomes an Outsider with the Native subtype. He gains DR equal to his character level, which can only be overcome by a Wandering weapon, and cannot be slain except by a Wandering weapon. Unless killed by a Wandering weapon, he arises from such an apparent death 1d4 rounds after its occurrence, with half of his hit points.

Wanderlust (Wa): Once per day, as a full-round action, if wielding his symbol, the Wanderer can plane shift to an alternate prime material plane. The Wanderer must have at least the name of such a plane he wishes to shift to, and it must be a plane that is connected to the plane he is currently on. The Wanderer can shift himself, his gear, up to ten creatures (each with up to a Medium load), and up to 500 cubic feet of material.

This ability does not function on planes other than a prime material.