Planediver

The Planediver develops skills to aid him in traveling the planes and dealing with their denizens, rather than in the learning how to manipulate and craft psionic items.

Experienced Planewalker (Ex): You add half your level (minimum 1) to Knowledge (the planes) skill checks made to identify hazards or creatures of extraplanar origin.

This ability replaces Craftsman.

Versatile Reconfigure (Ex): As a move action you can reconfigure up to your Intelligence modifier + 1 in customization points on your astral suit. This ability does not work on the material plane.

This ability modifies Reconfigure.

Planediving (Ex): Your familiarity with the strange gravity of different planes gives you an edge. Starting at 4th level, you learn how to shift your personal gravity in tiny increments, making your astral suit more agile. You add 1/2 your class level to Acrobatics checks as long as you maintain psionic focus and have your astral suit active.

This ability replaces Augment Suit.

Unfettered Planediver (Su): At 5th level you add 1/2 your class level to saves against effects that would hinder movement between planes (minimum +1). In cases, such as dimensional anchor or wrench, where a save is normally not allowed you gain one, but do not add ½ your class levels to the roll.

This ability replaces Master Craftsman.

Planediver Customizations
The customizations below are unique customizations only available to the planediver archetype. The planediver may still select normal customizations in addition to the new options below.

2-Point Customizations

  • Favored Plane: You may select a single plane other than the material. While wearing your astral suit, you gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when on this plane. Traveling through your favored plane normally leaves no trail and you cannot be tracked (though you may leave a trail if you choose). The planediver must be at least 5th level before selecting this customization.
  • Planar Weapon: Your astral suit envelopes your melee weapon granting it a +2 bonus on to hit and damage rolls made against outsiders. The planediver must be at least 5th level before selecting this customization.

3-Point Customizations

  • Planar Stride: When choosing this customization you must choose a specific plane of existence. While wearing your astral suit, you may ignore naturally occurring difficult terrain on that plane if it is not enchanted or magically manipulated to impede motion. The planediver must be at least 10th level before selecting this customization.

City of 7 Seraphs by Lost Spheres Publishing
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