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    Apr 2010

    Default Weirding Channeler , Portalist

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    Class: Weirding Channeler

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    Preface
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    A weirding channeler is an individual who trains his mind to work like a super computer, gaining sizable benefits from his greatly increased perception and cognition, and also developing psychic powers of his own by means of projecting his own essence in various ways.
    Weirding channelers are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.


    Basically, this homebrew base class is meant to be a sort of cocktail between Frank Herbert’s Muad'Dib – evolving into Leto II and beyond, combining David Lynch’s ideas (especially the blasting voice).
    OTOH, I don't want it to be settings-specific, so desert worms, water of life, the spice and such are not mentioned.
    In terms of tier & power, I’m aiming toward a high-powered tier 3, bordering tier 2 (but not quite).



    Alignment: Any Lawful.

    Hit Die: d6

    Table: Weirding Channeler
    Saves Special
    Level BAB F R W Class Abilities Int Increase Placebos Deflective Shield The Voice
    1st +0 +0 +2 +2 The Weirding Ways, Backlash, Analytical Effort, Prana-Bindu, Scorn Wealth
    Command (1)
    2nd +1 +0 +3 +3 Immediate Familiarization, Superior Unarmed Strike
    +1
    1st
    3rd +2 +1 +3 +3 Recall Memories
    +1
    Touch Of Idiocy (2)
    4th +3 +1 +4 +4 Sudden Relocation
    2nd
    5th +3 +1 +4 +4 Mindspeak
    +2
    Suggestion (3)
    6th +4 +2 +5 +5 Immaculate Awareness
    3rd
    +2
    7th +5 +2 +5 +5 Kwisatz Haderach, Extreme Focus, Spontaneous Visions, The Chosen One
    Shout* (4)
    8th +6 +2 +6 +6 Perceptive Grace
    +3
    4th
    9th +6 +3 +6 +6 Innate Deflection
    +3
    Dominate Person (5)
    10th +7 +3 +7 +7 Abundant Influence
    5th
    11th +8 +3 +7 +7 Sensory Stowaway
    +4
    Mass Suggestion (6)
    12th +9 +4 +8 +8 Projected Blow
    6th
    +4
    13th +9 +4 +8 +8 Mental Copy
    Greater Shout* (7)
    14th +10 +4 +9 +9 Spectral Echo
    +5
    7th
    15th +11 +5 +9 +9 Tap Onto The Masses
    +5
    Dominate Animals** (8)
    16th +12 +5 +10 +10 Mind Fused With Matter
    8th
    17th +12 +5 +10 +10 Flurry of Relocations
    +6
    Dominate Monster (9)
    18th +13 +6 +11 +11 Extreme Rationality
    9th
    +6
    19th +14 +6 +11 +11 Foresight
    Power Word Kill (10)
    20st +15 +6 +12 +12 Computing Aura
    +7
    10th



    Class Features


    Class Skills: All. Weirding channelers have an innate talent to learn just about any skill as easily as anyone else.
    Skill Points per level: 4 + Int-mod.

    Weapon and armor proficiency: Weirding channelers are proficient with all simple weapons and all martial weapons that are light or finessible, as well as Unarmed strike. They’re also proficient with light armor.



    The Weirding Ways (Ex)
    Weirding channelers forever handle themselves to improve the power of their minds.
    A weirding channeler starts with a Weirding pool of 3 plus his Int-mod. Every time a weirding channeler levels, his Weirding pool capacity increases by +2.
    A weirding channeler’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc), and is fully recovered by a full night's rest.


    Backlash
    The weirding channeler is still a mortal being with limits, and cannot strain his mind infinitely.
    Every time a weirding channeler uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC [10 + ½ expended Weirding points] AND a Will Save against DC [15 + twice the Weirding cost of the class feature].
    If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 Wis damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 Wis damage, and is stunned for 1 round.
    Note: just because a weirding channeler's ability backlashes, doesn't mean it fails. Weirding channelers’ abilities don’t fail.


    Analytical Effort (Ex)
    Weirding channelers have keen and analytical minds. They know how to use any minute piece of information to their advantage.
    By spending 1 Weirding point as a swift action, a weirding channeler can add his Int-mod to any single d20-based effort that take 1 round or less to execute.


    Prana-Bindu
    An intrinsic part of the Weirding Ways training is an impressive array of combat tactics and options, stemming from rigorous training to notice the finest of details and obtain immaculately accurate control over each muscle in one’s anatomy.
    All weirding channelers start with the following feats as bonus feats even without meeting their prerequisites: Combat Reflexes, Improved Disarm, Improved Grapple and Improved Unarmed Strike.


    Scorn Wealth
    Weirding channelers rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
    They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
    At any given time, a weirding channeler will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
    From the little wealth a weirding channeler does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).
    Failing to abide by this restriction denies access to all Weirding powers for 24 hours.
    Note: Nonmagical combat & adventuring gear (including alchemical items and materials) doesn’t count vs. this restriction.


    The Voice (Sp)
    Weirding channelers know how to alter and manipulate their voice to influence others in various ways.
    Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
    In addition, the character gains a +1 competence bonus on all Bluff, Diplomacy, and Gather Information checks, and a +2 competence bonus on Perform (storytelling).
    Weirding channelers are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
    Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
    Most powers work just as the spells of the same name. 3 of them are different:
    * Shout & Greater Shout, applied with this power, may be given a special twist – by investing an extra Weirding point, they can be made to assault the very core of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a weirding channeler can affect only specific targets – up to 1 target per Int-bonus – or exclude up to this number from the lot.
    Special: Weirding channelers are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given weirding channelers have no special resistance to sonic effects.
    ** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the weirding channeler can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + Weirding Channeler class level + Cha-mod].
    Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.


    Immediate Familiarization (Ex)
    A 2nd level weirding channeler may train with any melee, thrown or missile weapon (simple, martial or exotic) for 1 hour to become proficient with it.
    By spending 1 Weirding point, he may shorten the duration to a full round action.
    This temporary training is lost if and when re-applied to a different weapon or when the weirding channeler falls asleep.


    Superior Unarmed Strike
    At 2nd level, a weirding channeler gains Superior Unarmed Strike as bonus feat.


    Int Increase
    A weirding channeler’s intense mental training and practice continuously increase his Int-score, starting at 2nd level as shown in the table above.


    Placebo (Ex)
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    At every even level, a weirding channeler may learn a Placebo.
    Placebos, as far as the weirding channeler goes, are the means of mentally influencing his metabolism to lessen or even negate conditions through sheer force of will.
    All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly) activate on their own.


    Deny Dehydration
    Requirement: Endurance
    You’re treated as if you have fulfilled your need for drink for the day.
    Each additional day costs 1 Weirding point more than the previous.

    Deny Disease
    Requirement: 4th level
    You may recover from a disease.
    Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.

    Deny Fatigue
    You may lessen Exhausted condition and become Fatigued instead.
    You may negate Fatigued condition.
    Both may be applied simultaneously, if needed.

    Deny Fear
    Each Weirding point you invest lessens the severity of Fear you experience by 1 step.

    Deny Indigestion
    You may lessen Nauseated condition and become Sickened instead.
    You may negate Sickened condition.
    Both may be applied simultaneously, if needed.

    Deny Pain
    You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.

    Deny Poison
    Requirement: 6th level
    1 Weirding point allows you to negate a poison’s secondary effect.
    2 Weirding points allow you to negate a poison immediately upon failing its initial saving throw.

    Deny Sustenance
    Requirement: Endurance
    You’re treated as if you have fulfilled your need for food for the day.
    Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.

    Deny Temperature
    You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
    Each 25 degrees shift beyond the first costs 1 more Weirding point.

    Normalizing Will
    You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.

    Recuperate
    You may lessen Paralyzed condition and become Stunned instead.
    You may lessen Stunned condition and become Dazed instead.
    You may negate Dazed condition.
    All of the above may be applied simultaneously, if needed.

    Refocus
    Requirement: Recuperate
    You automatically recover from Dazzled or Fascinated condition.

    Stabilize
    You may lessen Blown-Away condition and become Knocked-Down instead.
    You may lessen Knocked-Down condition and become Checked.
    You may negate Checked condition.
    All of the above may be applied simultaneously, if needed.

    Will to Survive
    Requirements: Diehard
    Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.



    Writer’s Comment: This category of abilities greatly aids weirding channelers to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.


    Recall Memories (Ex)
    By spending 1 Weirding point, a 3rd level weirding channeler can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
    Furthermore, for the next 24 hours, the weirding channeler gains ½ his class level as a bonus to all trained Knowledge checks.


    Deflective Shield (Ex)
    Starting at 3rd level, a weirding channeler learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
    The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire).
    The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the weirding channeler must channel his mental power into it, investing 2 Weirding points as a standard action.
    Special: The device has to be altered by the weirding channeler every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.


    Sudden Relocation (Su)
    Once per round, as a free action that doesn’t provoke AoOs, by spending 1 Weirding point, a 4th level weirding channeler may teleport up to 15’ in any direction, including upwards and downwards.
    This action can even be taken between hits in a full attack, allowing the weirding channeler to flank with himself.
    It is always accurate, line of sight with the destination is not required, and effects that ban dimensional travel (e.g. Dimensional Lock) have no effect on this ability. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
    Also, the weirding channeler retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (if the shield is active, and the opponent’s relative position to the Weirding channeler did not change – meaning you don’t gain this benefit if you use Sudden Relocation to flank with yourself).
    Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.


    Mindspeak (Su)
    When using one of his “The Voice” powers, a 5th level weirding channeler may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
    Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.


    Immaculate Awareness (Ex)
    6th level weirding channelers have unparalleled awareness and pay attention to details like no one else can.
    They gain the benefits of Uncanny Dodge, and as long as their Weirding pool is positive, they also benefit from Improved Uncanny Dodge.
    Furthermore, weirding channelers become more dangerous foes as encounters are prolonged. By studying a chosen opponent, each combat round, at the beginning of his combat turn (starting at his second combat turn) a weirding channeler gains a cumulative +1 to his dodge AC, attack rolls and all combat maneuvers vs. the chosen opponent, capped by the weirding channeler's Int-bonus. A weirding channeler may switch between opponents, preserving whatever bonuses gained so far vs. previous opponent(s) and accumulating bonuses vs. newly chosen opponents (or continuing previous accumulations). The total amount of opponent's against which a weirding channeler can maintain such bonuses at any given time equals his Int-bonus. Such earned bonuses linger until a studied opponent has gained BAB increase (a level or two into the future) or until the weirding channeler has reached his quota and starts accumulating bonuses vs. a new target (which forces the weirding channeler to give up one of his previously chosen targets).


    Kwisatz Haderach ("prophetic leap") (Sp)
    Starting at 7th level, a weirding channeler may use any Divination spell as if he were a spellcaster of his weirding channeler level and with the appropriate ability modifier equal to his Int-bonus. He manifests these powers as (Sp) abilities.
    The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of divination powers the weirding channeler used during the day before that one (so the first power requires no Weirding, the second requires 1, the third 2, etc).
    A weirding channeler will normally manifest any divination spell effect only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
    Divination effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.


    Extreme Focus
    The path of a true weirding channeler - a Kwisatz Haderach - dictates unswerving devotion.
    A weirding channeler that has attained 7th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20. This realization is obtained upon gaining 6th weirding channeler level. This restriction may be ignored only if you receive a spontaneous vision showing you that you have taken levels in another class.
    Also, the weirding channeler’s alignment cannot be influenced by mortal means. If it is ever changed by direct divine intervention, it resets after 1 day per shift has passed (on either axis), to a maximum of 3 days. Until then, the weirding channeler does not gain XP.


    Spontaneous Visions
    Every once in a while, starting at 7th level, a weirding channeler experiences glimpses of the future.
    He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of the future.
    The higher the weirding channeler’s level, the more frequent, potent and accurate the visions become.
    Note: As a rule of thumb, these visions are not meant as a tool for the weirding channeler use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, weirding channelers can perform great acts of mercy or heinous atrocities – all in the name of what they deem necessary to advance the cause they believe in. A weirding channeler should have a radically powerful incentive not to follow any direction his visions dictate (even self-preservation, or the wellbeing of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).


    The Chosen One
    You have become a chosen of destiny.
    When it comes to spells / effects / powers / items / locations that weigh your qualities for "worthiness" (such as race / class / level / alignment / ability scores / HP / gender...), you always pass the test to receive the "treatment" that's most beneficial to you. This still does not let you activate items or react to effects in a manner that requires abilities / traits beyond your grasp (such as spellcasting, Turn Undead etc). If you're a male half-orc, for instance, a pregnancy spell will not cause you to conceive a child, but a unicorn would probably allow you to ride it if a reasonable need arises (you following the dictate of a spontaneous vision for instance).


    Perceptive Grace (Ex)
    An 8th level weirding channeler’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
    He gains his Int-bonusd to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).


    Innate Deflection (Su)
    At 9th level, a weirding channeler transcends his dependence upon the device that generates his deflective shield.
    From this point and on, as long as the weirding channeler has positive Weirding points left, his consciousness generates his Deflective Shield.


    Abundant Influence (Sp)
    The weirding channeler learns how to create tangible objects and materials with his very thoughts.
    Starting at 9th level and each level thereafter, a weirding channeler may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
    At 10th level, a weirding channeler may choose a 1st level effects. With each level thereafter, the SL available to him with this ability increases by +1, reaching 9th SL at level 19.
    A weirding channeler generates these effects as if he were a caster of his weirding channeler class level. He manifests these powers as (Sp) abilities.
    The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the weirding channeler used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
    A weirding channeler will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
    Effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.


    Sensory Stowaway (Su)
    Every sentient entity emits minute traces of its thoughts and senses. Weirding channelers eventually learn to tap onto those traces, given they’re within line of effect.
    By spending 1 Weirding point as a standard action, an 11th level weirding channeler can sense all sentient creatures at close range and tell their species (and type, of course), gender, age and if they're of overall higher/lower/equal power to himself. This power lasts for 1 round per the weirding channeler’s Int-bonus (min 1).
    As long as the weirding channeler can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per Weirding Channeler class level. The weirding channeler can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the weirding channeler’s corresponding senses.
    Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.


    Projected Blow (Su)
    A 12th level weirding channeler learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons.


    Mental Copy (Su)
    A 13th level weirding channeler may generate a replica of himself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per 10 minutes.
    You may only have one Mental Copy.
    The Mental Copy is exactly like you in every aspect, except as explained below:
    - A Mental Copy does not incur penalties to Str and Dex due to aging. Regardless of your age, they do not apply to them.
    - A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
    - Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
    - A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the weirding channeler loses 1 Weirding.
    - A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the weirding channeler. It can use abilities that spend Weirding. In this case, both the weirding channeler AND the Mental Copy pay the Weirding cost.
    - A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the weirding channeler, it perceives all that the weirding channeler perceives. The weirding channeler and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The weirding channeler may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
    Writer’s Comment: This is the weirding channeler’s ability to “be there without actually being there”.


    Spectral Echo (Su)
    By spending 1 Weirding point, a 14th level weirding channeler can generate a full, yet ephemeral, shadowy version of himself on a whim.
    Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
    Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on a hard target) does not apply.
    You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.


    Tap Onto The Masses (Su)
    This 15th level power greatly enhances its “younger sibling”: Sensory Stowaway.
    First, the weirding channeler now continuously senses all creatures around him.
    Second, by spending 2 Weirding points, the weirding channeler may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
    Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.


    Mind Fused With Matter (Su)
    A level 16 weirding channeler learns to force reality to act on behalf of his perception.
    Once per turn, as a free action paying 1 Weirding per mile rounded up, a weirding channeler may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the weirding channeler is irrelevant, as long as he is conscious.


    Flurry of Relocations (Su)
    As a full round action, a 17th level weirding channeler can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
    Until the beginning of his next turn, the weirding channeler cannot be targeted by AoOs, or any immediate or readied actions.
    Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.


    Extreme Rationality (Ex)
    An 18th level weirding channeler has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless.


    Foresight (Ex)
    At 19th level, a weirding channeler now constantly benefits from Foresight spell effect.


    Computing Aura (Su)
    At level 20, knowledge starts passively seeping out of the weirding channeler. Everyone in a 60' spread centered on him gains Weirding points equal to a third of the weirding channeler's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
    Dismissing and recalling this effect is a full round action.
    The weirding channeler may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.









    Weirding Channeler Feats
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    Extra Placebo
    Requirements: Placebo class feature
    Benefits: you learn an additional placebo.
    This feat may be taken multiple times.

    Extended Relocation
    Requirements: Weirding Channeler level 7
    Benefits: The distance you may cover using your Sudden Relocation increases to 30'.

    Improved Deflection
    Requirements: Innate Deflection
    Benefits: the deflection AC granted by your Innate Deflection increases by +1.
    This feat may be taken multiple times.

    Insightful Finesse
    Requirements: Immaculate Awareness
    Benefits: Whenever the weirding channeler wields a finessible weapon with which he's proficient, he may substitute his Dex-bonus to attack rolls with his Int-bonus.





    Class: Portalist
    Spoiler
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    Preface
    Spoiler
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    A portalist can, unsurprisingly, create portals.
    A portal is a rift in the fabric of space, bridging the distance between two locations.
    While not particularly powerful in solo operations, a portalist can add a significant contribution to a party's combat tactics on the battlefield, and aid in bypassing obstacles.
    This class is based off of Jormengand's Portal Mage, with some clarifications, restrictions and additions on my side.



    Hit Die: d6

    Table: Portalist
    Saves Special
    Level BAB F R W Class Abilities Max Portal Radius Max Portal Distance
    1st +0 +0 +2 +2 Portal Creation (Limit 1)
    5'
    10'
    2nd +1 +0 +3 +3 Dimensional Strike 1d6
    5'
    20'
    3rd +2 +1 +3 +3 Portal Creation (Limit 2), Fixed Portal (x 10, Limit -2)
    10'
    30'
    4th +3 +1 +4 +4 Dimensional Strike 2d6
    10'
    40'
    5th +3 +1 +4 +4 Portal Creation (Limit 3), Sudden Portal (1/round)
    10'
    60'
    6th +4 +2 +5 +5 Dimensional Strike 3d6
    15'
    80'
    7th +5 +2 +5 +5 Portal Creation (Limit 4)
    15'
    100'
    8th +6 +2 +6 +6 Dimensional Strike 4d6, Fixed Portal (in miles, Limit -3)
    15'
    120'
    9th +6 +3 +6 +6 Portal Creation (Limit 5)
    20'
    150'
    10th +7 +3 +7 +7 Dimensional Strike 5d6, Sudden Portal (2/round)
    20'
    180'
    11th +8 +3 +7 +7 Portal Creation (Limit 6)
    20'
    210'
    12th +9 +4 +8 +8 Dimensional Strike 6d6
    25'
    240'
    13th +9 +4 +8 +8 Portal Creation (Limit 7), Fixed Portal (same planet/game-world, Limit -4)
    25'
    280'
    14th +10 +4 +9 +9 Dimensional Strike 7d6
    25'
    320'
    15th +11 +5 +9 +9 Portal Creation (Limit 8), Sudden Portal (3/round)
    30'
    360'
    16th +12 +5 +10 +10 Dimensional Strike 8d6
    30'
    400'
    17th +12 +5 +10 +10 Portal Creation (Limit 9), Gate
    30'
    450'
    18th +13 +6 +11 +11 Dimensional Strike 9d6, Fixed Portal (limitless within plane, Limit -5)
    35'
    500'
    19th +14 +6 +11 +11 Portal Creation (Limit 10)
    35'
    550'
    20th +15 +6 +12 +12 Dimensional Strike 10d6, Sudden Portal (4/round), Fixed Gate (anywhere, Limit -7)
    35'
    600'




    Class Skills: Balance, Climb, Concentration, Craft, Hide, Jump, Listen, Move Silently, Spot, Swim and Tumble.
    Skill Points per Level: 4 + Int-mod

    Weapon and armor proficiency: A portalist is proficient in all simple weapons, all light and one-handed martial weapons, Shortbow, Light Armor and Buckler.



    Portal Creation (Su)
    A portalist can create portals. A portal is a pair of monodirectional circular planes such that entrance to one causes exit from the other. Creatures and objects cannot via whatever means be torn apart by a portal: either the whole thing enters or none of it (in particular, if at least half of a creature or object passes through the portal, the entire thing does). Locations on one portal are analogous to locations on the other - entrance to the top of one portal causes exit from the top of the other, though portals may be rotated or reflected such that "Top" is actually at the gravitational bottom of the portal. Creatures also cannot pass through the same half of a portal twice in a round - they can go once forwards and once back, but cannot be forced into an endless fall loop.

    To open a portal, a portalist must have both sides (entrance and exit) within line of sight and line of effect.

    A portalist's allies and the portalist can see through the portals to determine what lies at the other end; other creatures cannot.
    Conferring such a gift upon another requires a standard action and a touch. The benefit lasts for 24 hours and applies only for the portals of the portalist that has granted it.
    Portals emit enough light that it usually isn't possible to fail to see one and walk through it accidentally, though if covered they can be made into traps if one has suitable craftsmanship. The save DC is trap-dependent and not a function of the portal itself, though.

    A portalist can create one portal as a standard action which does not provoke attacks of opportunity.

    The "Maximum Portal Distance" column stands for the greatest distance where either sides of a portal may be created and sustained away from the portalist. In case of horizontal/tilted portals, any part of either sides must be within range.
    When a portalist ventures too far from a portal's entrance or exit, the portal vanishes immediately.

    Circular Portals: The table also notes the maximum radius of the portals. Anything that can fit even halfway through the portal can go through, and almost any creature is able to jump through almost any kind of portal even if they take up too much space in combat usually.
    Rectangular Portals: A portalist may create rectangular portals with two restriction:
    1. A rectangular portal must fully fit in, geometrically, within the largest circular portal the portalist can create.
    2. The portal's larger dimension cannot exceed 3 times its smaller dimension.

    Finally, the portalist can create a maximum of one portal, plus one per two levels after first (referred to as ["Limit" + <number>] in parentheses in the table above), after which further portals must be moved or destroyed to make way for new ones. Moving a portal is a standard action and destroying one is a swift action. Each portal is a noticeably different color and they can therefore be told apart by creatures who can see them (but two halves of the same portal are the same color).

    Portals have an unusual behavior when used not as intended:
    Crossing the "Entrance" part from the opposite side has no effect. Anyone and anything that does, simply exits on "the right side".
    Crossing the "Exit" part from the opposite side has no effect, just as for the "Entrance" part.
    Crossing the "Exit" part from "the right side" is impossible. Anyone and anything that does is simply blocked.
    This means that two ends of a portal can even be superimposed to turn entrants directly back around, or one end of a portal can be put onto the end of another portal to increase the effective maximum falling distance. You cannot however create a closed group of portals where each exit is also an entrance.

    A portal may not be created in between solid objects that are in contact with one another, so it is impossible for instance to open a portal under a creature or object in contact with the ground.

    Portals are rifts in the fabric of space, not magical transportation. Creatures with SR and even creatures and items with total spell immunity travel through portals normally. Furthermore, travel prohibition spells such as Dimensional Anchor don't have any power over portals.

    It is impossible to define exactly what happens when one passes through a portal. There are too many possibilities to list individually. However, in general, a creature who puts a weapon through a portal but doesn't follow it through is disarmed of it. An attack made through the portal with a melee weapon therefore always requires that the weapon be dropped. Weapons can be thrown through the portal, although a creature who can't see through the portals suffers a 50% miss chance due to total concealment. A creature or object which doesn't fit at the other end is shunted into the nearest space they can occupy. A creature who fires at a portal may accidentally fire at something they didn't intend to if they can't see the other side - make an attack roll with a +0 bonus (ignore the firer's actual attack bonus) against the first target the projectile might hit, if any. A creature throwing a splash weapon can attempt to hit a hypothetical square on the other end even if they can't see what's on the other side at all, but takes a -4 penalty. For example, a creature could try to throw a splash weapon three squares through the portal. A creature which accidentally shoots itself in the back with a weapon is flat-footed against the attack.

    Creatures who are dropped on the floor by a portal usually take falling damage, and may take more than usual if they were running at speed before they entered the portal - add the distance travelled into the first half of the portal to the falling damage if the second half of the portal opens down. Similarly, a portal may throw a creature sideways into a wall or even up into a ceiling after a long fall, which still deals falling damage - subtract any distance moved upwards from the falling damage, though. For example, a creature who falls 40 feet and then falls into a portal which throws them up 10 feet into a ceiling takes 3d6 points of damage, and then falls normally and takes real falling damage.

    A creature who can't see through a portal can move through one, but they can't react to anything on the other side of the portal in the same turn unless they are confident that it's there before entering the portal (at least, confident enough to state their intention before passing through the portal).


    Dimensional Strike (Ex)
    At second level a portalist can deal extra damage to a creature by catching them unawares with a portal. The portalist's attack deals 1d6 points of extra damage per 2 levels if the portalist used a portal to move this turn, and wasn't previously observable by the target of the attack before using the portal. The target is also automatically flat-footed against such an attack.

    This extra damage represents the wounds that can more easily be caused to a creature caught off-guard by such an unorthodox fighting style, so it isn't subject to the same kinds of immunities as sneak attacks - you can deal extra damage to an ooze if you rush out of a portal and slice it up while it's moving the wrong way to stop you.


    Fixed Portal (Su)
    At 3rd level, a portalist learns how to establish fixed portals.
    A fixed portal requires 1 minute to create and has a range 10 times greater than a regular portal, and it doesn't disappear when the portalist ventures out of normal range.
    Each fixed portal reduces the character's number of portals by 2 (meaning that a single fixed portal renders a portalist virtually deprived of most combat-associated class abilities).
    A fixed portal takes 1 round to dismiss. Dismissing a fixed portal can be done from any distance.
    At 8th level, a fixed portal may have a range in miles instead of feet, at an expense of 3 available portals.
    At 13rd level, a fixed portal may have a limitless range within the character's current planet/game-world, at an expense of 4 available portals.
    At 18th level, a fixed portal may target anywhere within the character's current plane, at an expense of 5 available portals.

    Fixed portals obviously span a lot farther than regular portals, but still don't serve as replacement for teleportation powers. It is not necessary to have line of sight to a fixed portal's exit point, though the entry point must still be within your normal portal distance. Line of effect must still be maintained vs. both ends in order to open a fixed portal.


    Sudden Portal (Su)
    Once per round per five levels, and no more than once per level in a given hour, a portalist can move, remove or instate a portal as a free action at any time, even during the resolution of an action: the portal can be created during a creature's movement and even while it's moving from one square to the next, or between two attacks of a spell with multiple shots, or during the flight of an arrow. The portal immediately springs into being, which may drop a creature into the path of a shot, reflect a fireball bead to another location while the bead is in flight, or engineer some other devious stratagem. The exception is that a portal cannot be moved or removed while a creature is actually passing through it, for obvious reasons.
    A creature whose movement path goes through a portal opened with the Sudden Portal ability may forfeit its action and attempt a Ref save vs. DC [10 + 1/2 Portalist level + Dex-mod] to stop dead in its tracks and avoid entering the portal.


    Gate (Sp)
    At 17th level, the portalist can use Gate once per ten minutes as a spell-like ability.


    Fixed Gate (Su)
    At 20th level, just like a fixed portal, a fixed gate may be established, at an expense of 7 available portals.








    Portalist Feats
    Spoiler
    Show

    Bidirectional Portal
    Requirements: Fixed Portal
    Benefit: You can make a portal bidirectional. A bidirectional portal allows entrance and exit from both sides.
    Making a portal (regular/fixed/sudden) bidirectional costs 1 Limit.


    Breach-Portal
    Requirements: Portalist level 9
    Benefits: You may now circumvent the restriction of line-of-sight and/or line-of-effect. Either alleviation costs 1 limit.
    In case of fixed portals, circumventing line-of-effect restriction costs 2 limits.


    Extra Limit
    Requirements: Portalist level 6
    Benefits: Your Limit count increases by 1.
    This feat may be taken once per 6 Portalist levels at most.


    Enveloping Portal
    Requirements: Sudden Portal (2/round)
    Benefit: By spending 2 uses of Sudden Portal, the portalist may momentarily create a mobile portal near a creature or object.
    The mobile portal envelops the target and "spits it out" wherever the portalist designates as the exit point.
    The target may attempt a Ref save vs. DC [10 + 1/2 Portalist level + Dex-mod]. If the target is unaware of the portalist, the save DC is increased by +1 for each damage die associated with the portalist's Dimensional Strike ability.
    An enveloping portal disappears the instance the target has passed through its exit or the save was successful.



    Last edited by nonsi; 2020-03-21 at 02:28 AM.