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Stratovarius
2015-11-02, 08:01 AM
Gateways
Arhosa is a land riddled by gates and portals, permanent structures created by the Enayinbo to transfer people and goods from one end of the empire to another in the very blink of an eye. Magic of this sort is unusually durable, and many of the Enyainbo portals still function, to a degree, but with their creators gone, the secret to their use has all but vanished into history. Accordingly, the workings of portals are mysterious and unpredictable. Each one is built for a reason, but all too often these reasons are lost when the creator passes into history or obscurity. Gateways share some common features and qualities. All gateways are two-dimensional areas, usually a circle with a radius of up to 15 feet, but sometimes square, rectangular, or another shape. The gateway itself is intangible and invisible. Gateways often come in pairs or networks, but regardless of the type, stepping through a gateway is a oneway trip. There must be a matching gateway at the destination to return. Most gateways are attuned to several potential destinations, each once equipped with a matching gateway, but some now lead to only one place, or, more terrifyingly, nowhere at all. Once created, a gateway cannot be moved.

Detecting Gateways
An archway or frame of some kind usually marks a gateway location so it can be found when needed and so that creatures don't blunder into it accidentally. The Use Gateway skill can reveal a gateway's magical aura. If the gateway is currently functioning (ready to transport creatures), it has a strong aura. If the gateway is not currently able to transport creatures (usually because it has a limited number of uses, and they are currently exhausted), it has a weak aura. Strong or weak, a gateway radiates transmutation magic. Certain other options can reveal even more about a gateway.

Gateway Operation
Creatures who touch or pass through the area of the gateway are instantly teleported to the locale the gateway's builder has specified. The teleportation effect is similar to teleport without error cast by a 17th-level caster. It is not possible to poke one's head through a gateway to see what's on the other side. A gateway can only transport creatures that can fit through the gateway's physical dimensions. If a solid object blocks the destination, the gateway does not function. Creatures, however, do not block gateways. If a creature already occupies the area where a gateway leads, the user is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to support the user and enough space to hold the user. Unattended objects cannot pass though a gateway. For example, a character can carry any number of arrows through a gateway, but he cannot fire an arrow through a gateway. An unattended object that hits a gateway simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a gateway each round. A creature using a gateway can take along up to 850 pounds of gear. In this case, gear is anything a creature carries or touches. If two or more creatures touch the same piece of equipment, it counts against both creatures' weight limits.

Keyed Gateways
Gateway builders often restrict access to their creations by setting conditions for their use. Special conditions for triggering a gateway can be based on the possession of a gateway key, the creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. A keyed gateway remains active for 1 full round. Any creature who touches the activated gateway in the same round also can use the gateway, even if such creatures don't have a key themselves. Most gateway keys are rare and unusual objects that the creature using the gateway must carry. Some gateways are keyed to work only at a particular time, such as sunrise, sunset, the full moon, or midnight. Spells can serve as gateway keys, as can the channeling of other forms of magical energy. When the gateway is the target of the specified spell or within the spell's area or touched by its effect, the spell is absorbed and the gateway is activated.

Sealing Gateways
A gateway cannot be destroyed by physical means or by spell effects that destroy objects (such as disintegrate), although a successful targeted dispel magic (DC 27) causes a gateway to become nonfunctional for 1d4 rounds. Disjoining destroys a gateway unless it makes a Will save (a gateway's Will save bonus is +10). There are also certain uses of the skill Use Gateway that can help in sealing a gateway.


Unusual Gateways
Things are never certain in the many lands of Arhosa, and the gateways that remain after the fall of the Llethu empire are not entirely reliable. Age, misuse, and the slow march of corruption (as well the many gates designed to create unpleasant effects when used incorrectly) have left Arhosa littered by gateways with many insidious and dangerous characteristics.

Random Gateways
These gateways can only be activated at random times. They may or may not require a key for activation when they are working. A fairly common random pattern is a gateway that works until 2d4 creatures use it, then shuts down for 1d6+1 days. Other patterns are possible.

Variable Gateways
These gateways are hazardous in the extreme for those who are unfamiliar with their quirks. Creatures using these gateways are transported to any one of several preset locations. The destination sequence may follow a set pattern or may be random. Some variable gateways have keys that allow users to choose a specific destination served by the gateway. Others function by transporting users to a default location - an inescapable dungeon, the innards of a volcano, or some particularly hostile creature's lair - unless the user presents the proper key.

Creature-Only Gateways
These gateways transport only the creatures that use them, not the creatures' clothing and equipment. Such gateways are often used defensively to render intruders vulnerable after they use the gateways. A rare and more difficult variation on this type of gateway transports creatures to one area and their equipment to another.

Malfunctioning Gateways
The other types of unusual gateways are generally created through careful effort by their makers. Malfunctioning gateways, on the other hand, are almost always unintended. Since the collapse of Arhosa, many gateways, untended by their Enayinbo minders, have succumbed to magical wear and tear, resulting in dweomers gone slowly awry. Roll once on Table 1: Gateway Malfunction each time a malfunctioning gateway is activated. If such a gateway functions continuously, the effect indicated lasts 1d10 rounds, and anyone using the gateway during that time is subject to that effect.

Table 1: Gateway Malfunction


d% Effect
01-10 The gateway does not function, but draws magical power from the user in an attempt to power itself. The user gains one negative level unless they succeed at a DC 25 Fortitude save.
11-30 The gateway does not function, but draws magical power from the user's items in an attempt to power itself. A random number of items (1d10) are struck by an effect similar to a targeted greater dispelling cast at 20th level. Successful dispelling suppresses permanent magic items for 1d4 hours. Charged or limited-use items lose 1d4 charges or uses as if they had been used to no effect and are suppressed for the same number of hours (if still magical).
31-40 The gateway does not function. The user is hurled away as though struck by the violent thrust of a telekinesis spell. The user takes 4d6 points of damage if hurled against a solid surface.
41-50 The gateway does not function. Instead, a wave of energy emanates from the gateway in a 30-foot radius, ripping at the form of those affected. Creatures in the area take 6d8 + 30 damage. Fortitude DC 25 for half.
51-70 The gateway functions, but it sends the user to the wrong destination. To determine where the user ends up, use the table in the teleport spell description and roll 1d20+80 as on the "false destination" line.
71-90 Nothing happens. The gateway does not function.
91-100 The gateway functions normally.




Building a Gateway
Any character can build a gateway if she has the Create Gateway feat. The gateway must lead to a locale the builder has personally visited at least once. The gateway fails if the builder chooses a destination that cannot safely hold her (such as inside a solid object or into thin air). The gateway also fails if the destination is a locale where teleportation is blocked (see the teleport spell description).

Base Cost
The builder must spend 50,000 gp on raw materials to create a single, continuously active one-way gateway covering an area up to 10 feet in radius (about 500 square feet). The market value of a gateway is twice its cost in raw materials. Crafting a gateway requires one week for each 20,000 gp in its market price. The builder can create a second gateway at the destination point, making a two-way gateway, for half price. They must succeed at a DC 55 Craft check to successfully create the gate, and another DC 55 Craft check if they are making a second gateway. Adjust this DC as necessary for a changed cost.

Larger and Smaller Gateways
A gateway can be crafted as small as 1 square foot (about a 6-inch radius), but this does not reduce the cost. The smallest gateway usable by a Medium-size creature is 12 square feet (roughly a 2-foot radius). Small creatures can use gateways as small as 7 square feet (an 18-inch radius), and Tiny creatures can pass through gateways of 2 square feet (a 10-inch radius), Diminutive and Fine creatures are the only beings who can pass through gateways of 1 square foot. Larger gateways add 100% to the base cost for each extra 300 square feet of area or fraction of 300 square feet. Large and Huge creatures can pass through a standard gateway, but Gargantuan and Colossal creatures need double (Gargantuan) or triple (Colossal) sized gateways.

Keyed Gateway
A keyed gateway may be created at no extra cost. The key must be designated during the creation of the device and cannot be changed after that. Each addition key beyond the first is 1,000 gp.

Random Gateway
Random gateways may be created at no extra cost. The conditions must be designated during the creation of the gateway and cannot be later changed.

Variable Gateway
Variable gateways add 25% to the base price per extra destination after the first included in the device. For example, a continuously active gateway with two variable destinations costs 62,500 gp to make. A continuously active gateway with three variable destinations costs 75,000 gp to make.

Creature-Only Gateway
Creature-only gateways cost twice as much to make as standard gateways. If the gateway sends intruders' belongings to some place different from the users' destination, it is considered a variable gateway with one extra destination.

Limited Use Gateway
The prices and construction times noted above are for gateways that operate constantly, transporting anyone who passes through them at any time. If the gateway can be used only four times per day or less, the base costs are reduced. The materials cost of a limited-use gateway is based on the number of uses available. The materials cost is 10,000 gp x a gateway's uses per day, with the second gateway in a two-way pair costing half this amount. A gateway usable five times per day or more is just as expensive as a continuously active gateway. Gateways usable less than once per day can be created by using the appropriate fraction. For example, a gateway usable once per four days effectively has 1/4 a use per day, costs 2,500 gp in materials. The minimum cost of a limited-use gateway is 1,000 gp for a gateway usable once per ten days. The gateway builder can choose to have a gateway operate even less often—once a year, for instance—but this does not reduce the cost or XP expenditure any further. Each activation of a limited-use gateway lasts 1 round. Once activated, a limited-use gateway can transport as many creatures as can touch it that round, or a lesser amount set by the gateway builder.


Use Gateway
Arhosa is a land riddled by gates and portals, permanent structures created by the Enayinbo to transfer people and goods from one end of the empire to another in the very blink of an eye. Today, with the empire gone and the Enayinbo having retreated to a place unknown, many of the gates still stand, but are unusable, no longer attuned to the right end points. But there are some skilled adventurers, a tiny fragment, who have poured through the lore and the old texts and have found ways to reactive and reattune those gates, at least for a short while. The advantage these people hold over others in their mobility and their trading flexibility is all but unheard of, and their most jealously guarded secret.

Analyze Gateway: The most basic, and most common, use of this skill is to analyze a found gateway in order to understand what it is and where it goes. Each round you study a gateway, you can discover one property of the gateway, in this order: any key or command word needed to activate the gateway, any special circumstances governing the gateway's use (such as specific times when the gateway can be activated), whether the gateway is one-way or two-way, any of the usual properties listed in Building a Gateway, and finally, a glimpse of the area where the gateway leads. You can look at the area where the gateway leads for 1 round. Each round, you must succeed at a DC 20 check in order to learn about the gateway. Failure on the check results in a roll of 31 on the Gateway Malfunction table.

Analyze gateway has only a limited ability to reveal the unusual properties of gateways, as follows:
• Random gateways: The skill reveals only that the gateway is random, and whether it can be activated now. It does not reveal when the gateway starts or stops functioning.
• Variable gateways: The skill reveals only that the gateway is variable. If the player studies the gateway's destination, the skill reveals only the destination to which the gateway is currently set.
• Creature Only gateways: The skill reveals this property. If the player studies the gateway's destination, the skill reveals where the gateway sends creatures. If it is the type of gateway that sends creatures one place and their equipment another place, the skill does not reveal where the equipment goes.
• Malfunctioning gateways: The skill reveals only that the gateway is malfunctioning, not what sort of malfunction the gateway produces.

Repair Gateway: A player can attempt to repair an existing malfunctioning gateway that they have successfully analyzed, if they so desire. Doing so costs 1/4 of the normal material costs, and requires the Create Gateway feat as well as a DC 45 check. Failure on the check results in a roll of 41 on the Gateway Malfunction table.
Seal Gateway: You attempt to permanently seal a gateway, which requires a DC 30 check. If you succeed at the check, your check result becomes the DC to unseal the gateway. Failure on the check results in a roll of 01 on the Gateway Malfunction table.
Reattune Gateway: A player can attempt to adjust a gateway so that it transports them to an area they know. On a normally functioning gateway, this is DC 40. This cannot work on a malfunctioning gateway - the gateway must be repaired first. Failure on the check results in a roll of 01 on the Gateway Malfunction table.

Try Again: No, for all uses.
Synergy: If you have 5 or more ranks in Knowledge (Arcane), you get a +2 bonus on Use Gateway checks. If you have 5 or more ranks in Use Gateway, you get a +2 bonus on Knowledge (Arcane) checks.
Untrained: This skill cannot be used untrained.
Ability: Use Gateway relies upon the Intelligence of its user.


Gateway Feats
Gateway Training
Unlike most of your peers, you have discovered the secret power of the gateway network.
Prerequisite: None
Benefit: The Use Gateway skill is considered a class skill for you, no matter what class you actually choose. If you purchased ranks in Use Gateway as a cross-class skill, you immediately gain additional ranks in Use Gateway as if it had always been a class skill for you.

Create Gateway
You have learned the ancient craft of creating a gateway, a permanent magic device that that instantaneously transports those who know its secrets from one locale to another.
Prerequisite: Able to cast Teleport, Greater, caster level 14th, Craft 17
Benefit: You can create any gateway whose prerequisites you meet.


Gatehunter

"A short step, and I shall be far and away."
– Kilgrae the Disappearing, Hanian Gatehunter

Text

Becoming a Gatehunter
Text

Table 1: The Gatehunter
Hit Die: d8


Level BAB Ref Fort Will Special Abilities Magic
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––
1 +0 +0 +2 +2 Gate Expert, Find Gateway +1 Any
2 +1 +0 +3 +3 Skilled Analyst, Dodge Malfunction +1 Any
3 +2 +1 +3 +3 Work Gateway +1 Any
4 +3 +1 +4 +4 Choose Destination +1 Any
5 +0 +1 +4 +4 Craft Temporary Gateway +1 Any

Class skills (4 + Int modifier per level): Balance, Climb, Craft, Decipher Script, Disable Device, Gather Information, Jump, Knowledge (all), Listen, Open Lock, Search, Spellcraft, Spot, Swim, Use Gateway

Requirements:
Skills: Use Gateway 8, Knowledge (arcana) 4

Class Features
All of the following are class features of the Gatehunter.

Magic: The Gatehunter increases all magic (arcane, divine, manifesting, etc.) features as if the character had gained a level in the appropriate class at each indicated level. If the character had more than one before entering this class, they must choose which one to increase. Once chosen, the choice is permanent.
Gate Expert (Ex): You gain a +2 bonus on all Use Gateway checks per class level. This also applies to Decipher Script, Gather Information, and Knowledge checks related to gateways.
Find Gateway (Su): You can tell if an area contains magic gateways. If you study a 60 ft. radius area for 1 round, you know the size and location of any gateways in the area. Once you find a gateway, you can analyze it. (If you find more than one gateway, you can only study one at a time.)
Dodge Malfunction (Ex): You gain a +10 bonus on Gateway Malfunction rolls per class level.
Skilled Analyst (Ex): When using Analyze Gateway, you can learn when random gateways start or stop functioning, all of the destinations of a variable gateway, where a creature-only gate sends equipment, and what sort of malfunction a gateway produces.
Work Gateway (Su): Once per day per class level, the Gatehunter can activate a gateway even if it would not normally open at this time. It remains open for one round.
Choose Destination (Su): At 4th level, the Gatehunter can use a gateway to transport himself to any other gateway, regardless of whether the two are normally paired. He must have knowledge of the destination he is trying to reach.
Craft Temporary Gateway (Su): By expending 100 gp and ten minutes, a Gatehunter can, with a successful DC 40 Use Gateway check, create a temporary gateway that can transport him anywhere he desires to go. The gateway remains open for one round, can accept 2d4 creatures, and then collapses afterwards.

Southern Cross
2015-11-03, 04:19 AM
Excuse me, what class(es) have Use Gateway as a class skill?

Stratovarius
2015-11-03, 05:55 AM
Excuse me, what class(es) have Use Gateway as a class skill?

None/Up to the DM. Hence the existence of Gateway Training as a feat.

Realistically, it's something that's going to depend on the flavour of the setting, whether Gateways are common and generally in use or whether they are rare and difficult. In mine they're rare and difficult, but members of a certain race (those who designed and built the Gateways) get it as a class skill. In a setting where Gateways are a common form of transportation, I'd expect most caster and skillmonkey classes to have it as a class skill, because it's just something you do to get around. It just depends on how the DM incorporates Gateways.

Debihuman
2015-11-03, 02:51 PM
What's the difference between a Gateway and a Portal as written in the Forgotten Realms Campaign Setting (see pages 59-61). Granted it needed to be updated to 3.5 but the DC for creating a gateway seems very high. DC 55?

"Any character of at least 17th level can build a portal if she knows the Create Portal feat and either the teleportation circle or gate spell.

Debby

Stratovarius
2015-11-03, 03:32 PM
What's the difference between a Gateway and a Portal as written in the Forgotten Realms Campaign Setting (see pages 59-61). Granted it needed to be updated to 3.5 but the DC for creating a gateway seems very high. DC 55?

"Any character of at least 17th level can build a portal if she knows the Create Portal feat and either the teleportation circle or gate spell.

Debby

It was originally based on the portal rules, but I changed a fair amount, including costs, DCs, failure rates, etc. The big change is the addition of the Use Gateway skill to do things that the portal rules never allowed, like repairing malfunctioning gateways or changing where they pointed. The Gatehunter class is likewise brand new. All the changes combine to make access to using gateways kinder to spontaneous casters, as well. No more wasted spells known to use portals.

That DC number actually comes from the campaign setting I built these rules for before making them generically appropriate. For any reasonably skilled caster using the PHB, it's a walk in the park, especially by 14th level. 17 (skill) + 20 (take 20) + 20 (skill item) and they're succeeding every time. An actually hard DC would be around 80+, and even then reasonable optimization could touch that easily if desired. Diplomancer builds are a good example of why skill DCs are at best a gentleman's agreement.

Debihuman
2015-11-03, 03:55 PM
The rules for portals were updated in Players Guide to Faerun pg. 42. It just uses the Create Wondrous Item feat, which made things easier.

Standard rule for DC would be 10 + CL + ability modifier to cast that level of spell. So for a Portal the DC would be 30 since the caster level is 17 for the teleportation circle and would require +3 modifier to cast.

I wouldn't allow a PC to Take 20 on the creation of a magic item because of the chance of failure (and by Taking 20 you mean he had to do it 19 times before succeeding so he'd have to pay the gp cost and the xp cost each time).

Rather than create a new skill, I'd incorporate learning about Portals from Knowledge (Architecture and engineering)

Debby

Southern Cross
2015-11-13, 11:30 PM
Actually, I'd recommend that, unless you want a PC to be 14th level when he (or she) takes the first level of this prestige class, that Gateway Training be a required feat.

Stratovarius
2015-11-17, 09:04 AM
Actually, I'd recommend that, unless you want a PC to be 14th level when he (or she) takes the first level of this prestige class, that Gateway Training be a required feat.

Eh... i'd rather leave that up to the player. If he wants to take the feat early for quick access to the PrC, there's nothing stopping them. Or if they'd rather delay until later and save a feat, they can. Plus, there's other ways in, such as Factotum, Able Learner, etc. I'd rather not force a player into only one entrance strategy.