View Full Version : [3.5]Battle Jumper[Psionic PrC][PEACH]

2011-03-22, 03:37 PM


Skills: Concentration 8 ranks, Knowledge (The planes) 4 ranks
Feats: Dodge, Mobility
Psionics: Ability to manifest 2nd level powers and knowledge of at least two powers of the psychoportation discipline.

Hit Die: d6

Battle Jumper

+2|Psychoportive Mastery, Pocket Dimension |+1 level of existing manifesting class

+3|Portal Defense|+1 level of existing manifesting class

+3|Dimensional Pounce|-

+4|Reactive Teleporting|+1 level of existing manifesting class

+4|Psychoportive Blitz|+1 level of existing manifesting class[/table]

Class Skills
The Battle Jumperís class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (the planes) (Int), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at Each Level
6 + Int modifier.

Weapon and Armor Proficiency: Battle Jumper's are proficient with all simple and martial weapons and with light armor.

Powers Known: At every level with the exception of 3rd, the Battle Jumper gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of Battle Jumper to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a Battle Jumper, he must decide to which class he adds the new level of Battle Jumper for the purpose of determining power points per day, powers known, and manifester level.

Psychoportive Mastery: Battle Jumpers are psionic beings with exceptional mastery over the psychoportive discipline. They are adept and using these powers and knowledge of them come almost as second nature. At first level, Battle Jumpers gain knowledge of additional psychoportive powers (see the list below). These spells are available to you like any other spell you know. You cannot cast a spell of higher level than the maximum spell level you can cast. These spells become options for you when you gain access to the appropriate spell level.

1st Level - Dimensional Slip (http://www.wizards.com/default.asp?x=dnd/pse/20031219a), Detect Teleportation, Burst, Skate

2nd Level - Dimension Swap, Psionic Levitate, Forced Dimensional Slip, Bend Space, Lesser Dimensional Shearing (http://www.wizards.com/default.asp?x=dnd/pse/20031219a)

3rd Level - Dimensional Rift (http://www.wizards.com/default.asp?x=dnd/pse/20031219a), Astral Caravan, Dimension Slide

4th Level - Psionic Dimension Door, Psionic Freedom of Movement, Dimensional Shearing, Forced Dimensional Slide, (http://www.wizards.com/default.asp?x=dnd/pse/20031219a) Psionic Fly, Psionic Dimensional Anchor

5th Level - Psionic Teleport, Improved Dimensional Rift (http://www.wizards.com/default.asp?x=dnd/pse/20031219a), Trace Teleport, Psionic Plane Shift

6th Level - Psionic Overland Flight, Improved Dimensional Shearing, Forced Dimension Door (http://www.wizards.com/default.asp?x=dnd/pse/20031219a)

7th Level - Decerebrate, Greater Dimensional Rift, (http://www.wizards.com/default.asp?x=dnd/pse/20031219a) Divert Teleport

8th Level - Psionic Greater Teleport, Forced Teleport, Greater Dimensional Shearing (http://www.wizards.com/default.asp?x=dnd/pse/20031219a)

9th Level - Superior Dimensional Rift (http://www.wizards.com/default.asp?x=dnd/pse/20031219a), Psionic Teleportation Circle

Pocket Dimension (Ps): Battle Jumpers immediately master the ability to create small pockets in sub-space. Though these pockets are small, they are quite handy for storing possessions. The pocket functions in many ways like a Bag of Holding, holding a weight and volume identical to type of Bag of Holding. As the Battle Jumper advances in levels, the type of bag that the ability mimics advances as well.

{table=head]Level|Mimicked Bag Type
1st|Bag of Holding Type I (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofHolding)

2nd|Bag of Holding Type II

3rd|Bag of Holding Type III

4th|Bag of Holding Type IV

5th|Portable Hole (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#portableHole)[/table]

Like other extra-dimensional spaces, any other sort of extra-dimensional placed in them causes a rift to the astral plane to be torn in that place. The pockets appear to be floating in space or on a specific surface that the Battle Jumper designate, thought the pockets may only be accessed at a range of touch. Only the Battle Jumper may access the pockets, though creatures adjacent to the Battle Jumper may reach into a pocket so long as the Battle Jumper allows. Opening a pocket requires and dropping an object within requires only a swift action, though locating a specific object within and producing it requires a standard action.

Portal Defense (Ps): At 2nd level, in reaction to some forms of attack, the Battle Jumper may quickly open two interconnected portals allowing the attack to pass through one portal and out the other. Whenever the Battle Jumper is within the area of a cone or line effect he may open these portals as an immediate action. Activating this ability requires a manifester level check equal to either the manifester level/ caster level of the user if its a spell or power, or the Hit Die of the creature using the ability if it is a supernatural ability or extraordinary ability. If the check is successful, then the cone or line's area does not effect the Battle Jumper's square and continues the remaining distance in a line extending behind the Battle Jumper. However, if the Battle Jumper chooses, he may force a line attack to bend at up to a 90 degree angle. When using the ability to block the effects of a cone, the cone's area simply does not effect the Battle Jumper's square.

Dimensional Pounce (Ex): Unlike most, the Battle Jumper is accustomed to teleporting and suffers no disorientation from such effects. Starting at 3rd level, up to once per round, whenever the Battle Jumper manifests a power with the [Teleportation] descriptor, he may make a full-attack action immediately after arriving in his new location. Using this ability expends the Battle Jumper's psionic focus.

Reactive Teleportation (Ex): Beginning at 4th level, the Battle Jumper has honed his own teleporting abilities to the point where he can instinctively teleport out of harm's way. Once per round, whenever the Battle Jumper is attacked by an enemy, he may manifest a single power with the [Teleportation] descriptor and a target of himself; though the base power point cost to manifest the ability is doubled. The Battle Jumper teleports out of harm,s way and takes no damage. The Battle Jumper must use this ability after the attack has been declared, but before the result of the attack roll. The Battle Jumper must have line of sight to the location he is teleporting to.

Psychoportive Blitz (Ex): By 5th level, the Battle Jumper has mastered one final maneuver. In a unbelievable display of psychoportive power, the Battle Jumper teleports wildly across the battlefield attacking multiple enemies in the blink of an eye. Appearing to be everywhere at once. As a full-round action, the Battle Jumper makes a single melee attack roll at your highest attack bonus and applies that attack roll against the flat-footed armor class of all enemies within 60ft. All foes hit by the attack take the damage for a normal melee attack made by the jumper plus an additional 2d6 damage. Damage reduction and other such abilities apply normally. Additional effects and sources of damage which normally apply only to the first attack made by the Battle Jumper (such as extra damage from Sneak Attacks) apply fully to each target hit by the attack. Using this ability costs the Battle Jumper 3 power points for every target within the area of the attack, even those who were not actually hit by it, and expends the Battle Jumper's psionic focus.


Really need some feedback on this as quickly as possible. Got a game coming up soon and I'd like to present to the DM for approval.

Thank you.